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310 posts in this topic
11 hours ago, estherhb said:

The most basic buildings in the game only require materials that can be gathered off of the ground by laborers. I think it is important that those do not require another structure to manufacture anything.

I think the Bartender grass is like a tree, so you can take it with laborers.

 

Very nice work @Bartender!!! :hand1:

 

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Posted (edited)

@elemental Someone else suggested reeds as well (they are used for thatch as well indeed). I have done some tests with it but don't have any satisfying model for it so far. I definitely intend to have them in a future update!

@estherhb I completely agree! As despo mentioned, the Grasses can indeed be harvested without having the building. I added a menu option for this, just like the 'harvest trees', 'harvest stone' etc.

Currently I am trying to package the mod so I can release v1.0 beta, but I'm getting some weird errors that I don't quite know how to solve yet. Interestingly, the mod functions completely fine when I load it in the toolkit, but when I package it and try to load a map with the mod enabled, I get errors. The first is a 'KernellBase.dll' error indicating a 'numeric overflow', while the second indicates that a 'weak pointer' is returning NULL.

(If anyone with knowledge of these things could help me it would be greatly appreciated).

 

Edited by Bartender

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Hey @Bartender did you have a go at playing around with getting things to spawn in specific areas of the map? You mention reeds, @Kralyerg once told me how CC got reeds to spawn only by the waters edge by playing with the spawn height code but for some reason it doesn't work when I try to do it on the beaver dam. Just wondering if you had any luck with it. I'd love to get beaver dams only by the water, and perhaps some other things like chanterelles only on slopes. 

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I'm a little confused at this point.

Do your grassy meadows spawn automatically at the start of the game or do you need to build them in the same way that we build Red's fodder fields? If they are automatic, does this affect other mods/start conditions/etc?

 

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@Necora Yes I did, and it worked for me. I did it the same way as I got the grasses to spawn naturally, but changed the minHeight to -0.8 and the maxHeight to -0.4. I have not tried it on resources that get spawned by other resources however, so I'm not sure if it works for that.

@elemental I'm sorry if I caused any confusion! The grasses do indeed spawn automatically at the start of the game. I haven't done any tests yet on how this affects other mods (that is what the beta release will be for), but I'm afraid it's bound to conflict with some of them. I'll have to see what I can do in terms of compatibility based on the feedback I get.

Meanwhile I managed to solve my errors! Now I'm just fixing the last few tiny things before I'll upload the Beta!

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3 hours ago, Bartender said:

Meanwhile I managed to solve my errors!

Great! :hand1:

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Thanks for clearing that up. You might need to make a version that doesn't include auto-spawn.

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I still intend to make a visuals only version, I will just have to see how to make that work exactly with the thatch requirements. If it's not spawning naturally, then I can't make it a basic requirement for buildings, and if it's not a requirement for buildings then there is no point in having it. Quite a conundrum.

as for the full mod: after solving my former error, I am currently puzzled by yet another. While my packaged mod works perfectly fine now in the developers version of the game, it gives an error when I try to load it in my steam version. Both are the latest beta version (1.0.7b), so that should not be the problem. Does anyone have experience with this kind of thing? Since I can't do troubleshooting in the steam version, I'm kind of at a loss as to how to solve this issue.

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1 hour ago, elemental said:

Thanks for clearing that up. You might need to make a version that doesn't include auto-spawn.

It depends how they are coded. If they spawn through the trees, then any new addition to the natural resources that appear at the start of the game is going to cause a conflict with any other natural resource addition by another mod that also appears at the start of the game in the same way. There is only 1 place in the code, as far as I am aware, that we can use to introduce things through the trees. So for example, you can't use my Pine Set with the Wild Flora mod from WOB because you will either get the wild flax etc. from that mod at the start, or the wild animals and things from the Pine Set at the start, depending on which you load on top. This is why when I released the trees as a separate thing, they only overwrote a small part of the code, just the tree models, so you should still be able to use them with things like the wild flax mod or CC.

From what I remember (too lazy to go back through the thread), the grass here will spawn from a new instance in the actual start condition file, not the trees? In that case, it will only conflict with other mods that change that start condition file, which I think is only CC and perhaps the North. I can't remember any others that change the start condition.

1 hour ago, Bartender said:

as for the full mod: after solving my former error, I am currently puzzled by yet another. While my packaged mod works perfectly fine now in the developers version of the game, it gives an error when I try to load it in my steam version. Both are the latest beta version (1.0.7b), so that should not be the problem. Does anyone have experience with this kind of thing? Since I can't do troubleshooting in the steam version, I'm kind of at a loss as to how to solve this issue.

You have to make sure that everything you have changed in the mod kit, even if it is located in the Resource folder, is copied into your 'NaturalDiversity' folder. Otherwise, when it is compiled, it will not be included. It will work in the mod kit, because the changes are in the mod kit files, but it won't transfer these changes with the mod when packaged up if they are not in the NaturalDiversity files. So for example if you change any of the materials, copy them into NaturalDiversity/Material (or what ever the route is). Also, if you do change a material or something, make sure you re-name it so it is specific to your mod otherwise anything else that refers to that material will use your changes. Also, another hint, depending on what it is, if it is a change that is not referred to by one of the template files or a sub file of them, then you have to specifically list it in the NaturalDiversityResources.rsc or it won't get included. Such as changes to an existing resource file or addition of a natural resource that isn't linked to anything in the toolbar needs a specific reference. For example, I have 'Template/NaturalResourceHemp.rsc' and 'Template/NaturalResourceFlax.rsc' to make sure that hemp and flax seeds also show up in the mod as well as the wild versions.

 

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So a collaborative wild plants set might be an option in the future, now that more modders are adding plants.

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52 minutes ago, elemental said:

 

So a collaborative wild plants set might be an option in the future, now that more modders are adding plants.

 

I was actually thinking that myself earlier. It would be an interesting concept, like a mega mod of natural resources. The only problem though is that there are so many at the moment, the map would just be stacked full of resources and it might blow the game in terms of making it super rich in foods etc. On the other hand, if it can be balanced well then it would be an awesome addition to the game. In either case, it sure would be beautiful. I want to figure out this shore and hill spawning stuff, because I would love to add more vegetation to the shore line like weeds, reeds, animals, and things. I think there were water lillys over at WOB but I never found out if they are decorations or spawned.

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A few different versions might be one way to go. But of course that means more work and deciding which plants get put into which version, and it would also be a little bit more confusing for players.

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1 hour ago, elemental said:

So a collaborative wild plants set might be an option in the future, now that more modders are adding plants.

This is a winner :)

I love @Necora trees and his other resources, but, this Natural Diversity is also a winner.

I wonder if a mini-MM could be made from all these new start conditions?

Perhaps in the CC "All the Wild Things", a similar "All the Things, ever", could be made with all these new start condition ideas, as well as the animals etc.
Ideas ... ideas ... ideas ... 

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Posted (edited)

never modify a file in your modkit/resource/folder but always make a copy inside yout modkit/newmod/folder and modify those ones.

personally i never never work with the toolkit exe.... always developper edition

Edited by Ketchup
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Posted (edited)

Thanks for the help @Necora @Ketchup! I had used the /onlypkg command when I tested it, so from what I understand it should ignore anything in the resource folder then. I had made everything in a separate folder as well to prevent exactly this problem, so luckily this wasn't the issue. In the end it turned out that the error was in my own stupidity (as it often is); I had the brilliant idea to change the filename to something with periods and underscores before copying it to the directory of my steam version. Apparently the game doesn't like that. Mystery solved!

@elemental A mod combining different improvements to the natural world sounds like a wonderful thing! It would indeed need some though as to how to implement it correctly, but it would definitely be worth looking into.

@Ketchup What is the difference between the exe that is in the toolkit and the 'developer edition'? And where would I get the latter?

Edited by Bartender

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This is an official announcement from Bartender Softwares: The Natural Diversity v1.0 Beta is now available for download! It can be found here: https://www.dropbox.com/s/yzyf10vmffrnd4l/NatDiv.pkm?dl=0

As this is a beta, things are not perfect. There will be bugs. There will be conflicts with other mods. There will be hard drive failures. I'm joking about one of these.

Furthermore, as this is a beta, any feedback and/or suggestions would be greatly appreciated. Anything you have to say about it is welcome, though I'm specifically looking for feedback on spawn rates of the natural resources, aesthetic appeal of the new models and gameplay potential of the mod as a whole.

Lastly, a big, big thanks to all of you for being such a supportive, helpful and universally great bunch of people!

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Posted (edited)

Natural Diversity Beta release notes:

Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. This first version of the mod is only the start, and deals only with some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates.

Usage details

  • This mod will require a new game in order to work.
  • Load this mod above any other mods that alter start conditions, such as CC (more info on load orders will follow after Beta)
  • Currently this mod is likely not to be compatible with any alternative starting conditions introduced by other mods. Doing so might lead to severe gameplay restrictions, such as the inability to construct many of the game's core buildings.

Content

Meadows

The most impactful addition of this mod is the addition of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game. They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’.

Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat.

Grass.png.6335d03e4b35f41620dae1ccb5704351.png

Thatcher’s Shed and Thatcher profession

To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20.

Thatcher.png.328007232e30e96ff9d4c1f65cba1951.png

Seasonality for natural resources

In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F).

Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again.

Many new models for herbs, onions, roots and mushrooms

One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models.

The mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C (32F).

Mushroom.png.63e19effd734218c96b8377af1109be2.png

These herbs will grow naturally in the forest or in the meadows. The annual herbs die in cold temperatures, the others only lose their flowers (or decolour) in Autumn.

Herb.thumb.png.7056b39cd8a7b668cba09fbd72bd2eda.png

The onions will grow in the meadows, and lose their flowers in autumn.

Onion.png.296defc27463046381474e4d4acd8403.png

The roots will grow in the meadows, and the annual ones will die in winter.

Root.png.b8942d7a17dd19596ae3f7a63038152d.png

Future plans

As mentioned before, I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Some ideas for this include reeds growing on the river banks, and an update to rocks and ores. Other suggestions are always welcome! 

Edited by Bartender
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@Bartender, well done!  Looks amazing, I am downloading now.

A couple of things to consider listing in the details section:

1)  Where to place the mod in the load order.  Above/Below CC (I am assuming above)
2)  That it will only affect new maps, a new game will be needed (you did mention it, but it helps to list it at least twice some days ;) )
3)  That it will/won't work other start conditions (especially for those that haven't read this thread, or realise that it won't), so using it only with Banished Vanilla starters

Other than that, excellent write up, and I'm very eager to go off and try :D:D:D  
Mild & Easy here I come, hehe

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Thanks! These are good points, I added them to the release notes.

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Looking good, downloading now... will give a desaster report in a while :ph34r: .... j/k  xD

 

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