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Necora

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Everything posted by Necora

  1. @stiles the two buildings in the second pic are the maple boiler and cider press . They are small lots, both 1x3, with a basic pot over a fire for the maple and a small apple press for the cider. They are meant to be small little things you could pop in a court yard or a yard of a house or something. We're thinking tiny industry here! They will both produce a respectable amount of syrup and cider, but not too much. I might make larger versions for the Sherbrooke set. A still... yes. I was going to use the turpentine still as a base for whiskey still. It will be smaller than the current turpentine still, but a bit larger than the maple and cider buildings. I'm thinking 2x2 or 2x3. Hunter... yup can do, would be a nice addition. Storage and market... there is one storage building at the moment, I used the turpentine still and took away the stove and still, it makes a great double level storage for materials and textiles. I definitely want some small storage bits too, I get so tired of seeing stock piles everywhere! I can't decide between general storage with a few F-variants or resource specific storage. What would you prefer? Residences... love the idea of ones that can be placed 'above' the humble industry. I will definitely give those a go. Fur trapper... I found a nice pelt texture the other day and thought about it. I kinda want to wait and see if @ShockPuppet or someone comes up with something for that, I know the discussion is on how to implement it with respects to just producing something out of nothing or actually having a wild resource to harvest. I like that lodge idea, I thought about something similar a while back but wasn't sure how to implement it. I also guess you could have the traps spawn like wild foods, and then when harvested they produce a type of pelt. All good ideas! Isn't there a trout lake out there too? A lake would be interesting, even from a decorative point of view too.
  2. First off, thank you to all who have answered my questions over the last couple of days, you've been a massive help. Secondly, a huge thank you to @Discrepancy for your tutorial over at WOB. Very well put together. So You may have noticed by now I have been asking a lot of questions. Well, I have been bumbling my way through making a mod, from learning to model, texture, and compile. So far, after a lot of trial and error, I have come up with a house (with F-variants!!!) that bannies will actually live in and doesn't crash the game (well the mod kit version of the game anyway). It is meant to be a shore fisher, but as the tutorial was for a house, that is what we have. Looking through the resources in the mod kit, I even managed to compile F-variants (all huts in the above pictures are F-variants) and make it sit on water without flattening the ground. However, turning it into a production building and making additional walkways were not so productive. Following the apiary example I did manage to get it in game in the food toolbar and employ a beekeeper to produce honey, however after a year nothing was produced and when I built two the game crashed eventually crashed. With the walkways, I could not figure out how to put them into the same instance as the houses only as another mod, and for some reason my 3 package.bat did nothing, well it ran without errors, but I couldn't find a mod anywhere. I will continue my quests to make something functional! I do have a request though, would someone be willing to send me the .rsc files for some dock pieces and things so I can explore them? The examples in the mod kit are pretty minimal (and also quite varied in the lay out and order of items in the template files which really doesn't help)
  3. @Raerae, the mod has been updated with fixes for the dory builder and all other things! https://drive.google.com/open?id=0B2nh4ixEBQ-kS1hlUjVROG5kejQ As usual, I am very grateful for all of the feedback and bug reports - so have added the Sherbrooke Church to this update! Enjoy.
  4. @Ketchup thank you, much appreciated! So the humble industries are moving in, and the pine industry is also expanding. We have a few new additions to the town... A humble loom to fit in with the other small industries, a wood version and a nice yellow version. It produces canvas from hemp and linen from flax. That makes a loom, blacksmith, tailor, and lumber cutter so far. I cheated with the loom and the tailor by making the shack bigger and having most work done inside. I couldn't think of what to put for the tailor to work outside, that would look good, and I couldn't be bothered to make a loom (although I will probably go back and do that at some point because I think it will look cool). I've also gone very Canadian (how could I not eh?) and added a back yard maple boiler, who will turn maple sap into maple syrup, and a back yard cider press, that turns apples + maple syrup into good old hard cider. Our little pine forest industry community is looking pretty thriving right now! So now a question or two for the crowd, what would you like to see added to a small forest industry set or a humble industry set like this? I'm open to suggestions. So far, I have been concentrating on a few buildings that I need for the production chains, hence the pine resource buildings, lumber cutter and the loom. I've also thrown in a blacksmith and tailor, may as well have the original vanilla industry represented here and add some variation. I would also like to keep expanding these two styles to include a few more buildings, so figured I'd see what you all would like! I'm up for most things if they fit, and am already thinking about adding some small civics and houses at some point that continue the theme so you can have a whole town in the forest. Perhaps even give the hunter, gatherer, and forester a make over to fit too (although, there will be a 'gatherer' type building to collect specific material resources for this chain (pine boughs, pine resin, flax, possibly hemp), perhaps a food gatherer (apples, maple sap) and also a forester type building to plant specific trees for these chains too (maple... apple... pine)). Building sizes are small shacks and coverings, and if possible things to be displayed on the outside. The idea is that anything that can fit in the forest gets 1 wood version - unless it will also look good in a town setting (like the four humble industries) in which case it also gets a nice colored version. At the moment, they are in two tool bars, one for the pine set and one for the humble industries, but I might make them all into one small industry toolbar for ease.
  5. Right of course, I completely forgot there were more than one version of the trees! Thanks.
  6. Hello, I want to add a couple of trees to vanilla, that will be planted by a forester. I don't really want them in an orchard, and I don't want them growing wild, just planted by a new forester building. I want them this way so they spawn specific resources for some production chains. I've looked at the fig tree supplied with the mod kit, and modeled a (poor) fir tree. However, I have no idea what the camera, or other parts of that .fbx are, where they need to go, etc. Also, a bit confused about the three UV channels needed. It also doesn't help that the tree template in the resource refers to 4 spruce and birch models (but only one oak model). Why? Would someone mind taking a bit of time to put together a blow by blow on how to model a tree and put it in the game? I think I get coding it into the game, apart from the 4 models, but not sure about actually building it. Cheers
  7. @KevinTheCynic yup... I just assumed that CC named their building supplies 'buildingsupplies' and never bothered checking... they didn't ha! Never assume anything... Even though, the Maritimes version should be available from the trade post. It will be changed in the next update, as soon as I figure out how to sort the gate house out.
  8. Ok so I have solved the problems @Raeraementioned, but there is one thing I need to change before I update, and that is the gate house ui. @Ketchup I added your trash button to the storage, and it works great. However, when I add it to the gate house (uses the well.rsc as a template) it does not show up. What am I missing here? Attached is the gatehouse template file. PRGate.rsc
  9. @Raerae thanks. The set should work fine with CC, the only mods it will have a problem with are the wild flax mod from WOB. The wild flax in that mod is named something from mine and CC, and therefore will not be used by the rope maker. Re. the lumber cutter, yup that was a mistake in the UI, sorry about that. I initially wanted it to produce firewood as well, but there were two issues. The first is functional, I couldn't get it to work! I but since figured that out. The second is game play, because you can only set the work time for the building as a hole, not a specific output of the building, the cutter would produce firewood but at a very slow rate, the same as lumber. This made it kinda pointless to have as a firewood producer, because you would barely produce enough to heat a house let alone a small town. So I decided to take that function out, but forgot to change the UI! I'll remove that in the next update. Re. Dory Builder. There does seem to be an issue with this, but I thought I fixed it. >> Ok I just ran the dory builder for a while with CC and it does produce Dory, at a slow rate. Perhaps I didn't upload this version... sorry about that! It will be added as soon as I fix the next issue... Re. Building Supplies. Thanks for bringing that to my attention! It should have been the same, but I guess I assumed that the CC building supplies were named just that, maybe not. I've asked the devs what they named the CC building supplies behind the scenes, then will update the mod with that included too. Stay tuned...
  10. @Kralyerg I'm just skipping through the forums, passing some time, and can't believe I never saw this. I have not tried any of your new foresters, I stopped using MegaMod because to was too much, so can't see it now. But I would like to know how you got the trees to grow pots of maple? I was thinking of how to get a forester type building, or orchard, that would produce resin from pines but couldn't think of how you would make it visually good. If you can make it so the trees have little collectors on them, that is awesome. Are the buckets of maple spawned next to the trees, or on the trees? Does the forester still only produce wood when the trees are cut?
  11. A house is a good one to start with. @Discrepancy's tutorial at world of banished is really easy to follow and covers everything you need to do. Or if you wanted to avoid the smoke and use points etc. and just see what it looks like then the well.rsc in the mod kit is probably the simplest one, you would only need to change the toolbar UI and model section as it is already a 3x3 square, which is what your towers look like in the pics above.
  12. Haha where to start? A blacksmith that fits up against the walls, a bakery or kitchen the possibilities are endless. You could re-create Winterfell with those round towers. Have you thought about trying to get them into the game so you can judge scale etc?
  13. @The Pilgrim they do look pretty cool. The only problem is that they don't line up perfectly, so you get a bit of window sticking out here and there.
  14. @The Pilgrim I hope so. I did realize when testing those that I don't have any other mods in my modkit, so need to put them in to see how they fit up against the NE houses and some of the CC ones too. The problem is my modkit crashes on starting if I have CC in there.
  15. Those towers are awesome.
  16. Lumber cutter was lonely so a blacksmith and tailor decided to accompany him in a few more humble industry set ups. I hear word that a few other professions are thinking about setting up too, they are just deciding on a colour...
  17. Thanks It came out a bit larger than I thought it would, but sometimes the squares of the game are quite restrictive. By default do you mean without the extra 20 % post bake brightening? So remember I made a small lumber cutter a few iterations ago, but it got dropped for a while? Well it has made a come back! Or at least, a re-modeled version of it has. It is slightly smaller, better proportioned, and has had a face lift. Now comes in a dark wood scheme to fit into the forest these with the pine set, and a green scheme for some colour variation.
  18. Original... +20% brightness... I like it (to my untrained eyes).
  19. In Gimp? That was going to be my next step, I messed around with a few settings in blender and it didn't change much in game. I was also going to play with baking individual faces or groups at a higher level than others, to see if it gives enhanced shading in certain areas.
  20. I've been playing around with Ambient Occlusions lately, testing what works and what doesn't. I will be updating all of the buildings, but it might take some time. It's not necessarily a time consuming process, just a boring one and I get distracted easily with things like this... I think the AO might actually be a bit too strong on these buildings. I didn't really notice it on the darker buildings, but when you do it on white ones it really stands out. I wanted some good shading, but that church might be too much! The tailor house and school don't have any AO (well they do, but it is all white and doesn't produce any shadows) so you can see the difference. I need something more inbetween (but slightly more to the church than the school).
  21. I've packaged up my mod in different ways with the aim of making it into modular pieces so that if you only want the fishers you can. I did it so the had the same tool bar menu, but if you try to load up both at the same time, I found that nothing showed up and when I disabled one and not the other, the game crashed. So yeah, you'd need a separate tool bar option for each. With regards to mine, the reason I chose one main tool bar is because I wanted it all in one place and didn't want to spam up everywhere else, the food menu can get pretty crowded already for example (or your storage one there). Now, I could put a maritimes option on each tool bar, but again if I release anything separately, it will need its own. That is a lot of tool bars spread around if you think how many buildings I have already, although I guess it could be done and the whole set made modular instead of one big mod. I'm already thinking about adding another level to what I have, because with more fisheries and dock buildings, that tool bar is going to get pretty full.
  22. Can you make ambient sounds come on just in the spring? Around here the woods are alive with the sound of spring peepers and other frogs, would be a great addition especially to the marsh/swamp maps...
  23. it is winging its way to you through the PM Edit - and this is the AO
  24. So new Ambient Occlusion for the Pine set... The storage has no AO for comparison, the still, forager, and kiln do have AO. @ShockPuppet what do you think? Too dark, at least in places? I'm not sure if I find some of it too dark, such as the base of the chimney in the turpentine still which is almost black. Either that or if it is because I'm just not used to seeing them with shading! It does add some fantastic contrast to the models, and makes them look 'used' in a way. I love how it brings out the seams in the wood panels on the ends of the roof. Only thing is I have no idea how to reduce the contrast in the AO, is it acceptable to edit it in Photoshop or something after the fact, just to tone down some of the more extreme contrasts such as that chimney? The crops are also way too dark still, so going to have to play with those a bit more.
  25. I was thinking a while back about apples. I wanted to make a small juice and cider press, but without an orchard you can't get them. Nothing wrong with an orchard, but around here there are loads of 'wild apples'. 'Wild' in the sense that settlers came across with apple seeds, and planted them everywhere. Not just in orchards, but along the sides of roads and things too. However, apart from having a bundle of apples spawn in a similar way to onions etc., or a small apple tree that is removed when the fruit is harvested, I was wondering if there would be a way to make a gatherer type building act like an orchard, i.e. instead of clear the resource when collected, tend to it and harvest from it like an orchard, but in a radius like a gatherer. Is this possible? It would be great for the pine boughs and pine resin. At the moment I am planning on having them as resources that appear as if fallen from a tree, and the gatherer picks them up. But it would be neat to be able to make a pine tree natural resource that has a resin tap on it, and instead of hacking down the tree every time resin is collected, the gatherer just taps a bit off.