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Necora

Maritimes Edition

611 posts in this topic
9 hours ago, Necora said:

 

@ShockPuppet I'd love to see them, at least one of either hemp or flax, just to see how you do it. I need to get the transparent textures working because I am still missing something in my code there, at the moment I did what Ketchup suggested earlier but the background is still black, not sure if it is a code setting or a blender setting but it is not straight forward to get textures to show up as transparent in blender itself. Overall, I am getting comfortable with that program, but the UI is utter ** and it is not very logical to use.

i think i forgot something....

 

in the ....Texture.rsc file you need to change the 1st sentence on top of the .....Texture.rsc file

ImageBuffer resource : "Texture/ModelAlphaTexture.rsc"
 

i was getting same thing, no transparency and took me 1 hr to figure out why it wasnt working anymore :(

Edited by Ketchup
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I don't care much about turpentine, but damn, it looks like you could brew some good whiskey in there.

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Just jumping back before heading offline for a bit.

The "New Flora" by Tany is installed higher than MM, I'm not sure which "Flax" is gathered though.  I don't plant it, it's gathered.
The wooden planks/lumber are produced by the inground sawmill that is in the MM trees/lumber menu in MM.  I don't know what planks that then producers.

I have downloaded the new update and see what happens on a new map :D

 

Screenshot401 lumberflax.jpg

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@QueryEverything In regards to tanypredator's mod and CC, the gathered flax is from her mod and sooner or later you will get seeds from the trader for cultivated flax (also from her mod). Essentially what you have with those two mods is three versions of flax: - [CC] flax (a normal farm crop), "wild" flax (found in the wild and collected by gatherers) and cultivated flax, (a normal but entirely separate farm crop from [CC] flax). The last two (i.e. those from tanypredator's mod) will not be used by any of the workplaces in vanilla Banished or CC (or any other mod as far as I can tell), the "wild" flax and cultivated flax will only get used by the linen weaver supplied in tany's mod to make linen clothes (which is again a separate item from any other mod)

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@Feneris I was thinking the same thing, and am wondering how to add variation to the building so that you can have a few of them for a range of uses and have some simple low cost alcohol production going on in there. I need to try to add some 'dirt' to my textures, that might help. So a question, alcohol currently in the game is simple, i.e. you need a crop (barley etc.) fed into a brewer or a still that produces alcohol. Are you happy with this chain, or would you like to see things like water (maybe the most important ingredient in fine whiskey??), fuel, sugar etc. added to alcohol recipes? In a basic still, I think we could get away with just the crop and fuel, but in larger establishments I personally would like to see things like water and sugar go into it. After all, moonshine season around here is when all of the superstores get suspiciously low on 1 kg bags of sugar...

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1 hour ago, Necora said:

@Feneris I was thinking the same thing, and am wondering how to add variation to the building so that you can have a few of them for a range of uses and have some simple low cost alcohol production going on in there. I need to try to add some 'dirt' to my textures, that might help. So a question, alcohol currently in the game is simple, i.e. you need a crop (barley etc.) fed into a brewer or a still that produces alcohol. Are you happy with this chain, or would you like to see things like water (maybe the most important ingredient in fine whiskey??), fuel, sugar etc. added to alcohol recipes? In a basic still, I think we could get away with just the crop and fuel, but in larger establishments I personally would like to see things like water and sugar go into it. After all, moonshine season around here is when all of the superstores get suspiciously low on 1 kg bags of sugar...

Honestly I prefer simpler chains. Water as a resource also drives me nut because it just seems like it is being terribly underutilized that way.  That being said I see no reason why sugar shouldn't be added.

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Pitch Kiln turns Pine Boughs (branches and roots) into Pine Pitch (charcoal will also be added soon) while the Turpentine Still turns Pine Resin into Turpentine. Pine Pitch and Turpentine will be then used for a variety of things including naval stores (construction type and health type), corking, improved rope and lumber etc. 

Screenshot29.jpg

Screenshot37.jpg

Screenshot30.jpg

Screenshot36.jpg

 

I have made new resources - pine boughs, pine resin, pine pitch, and turpentine. Need to make a pine forester or gatherer or forager type building that will go out and collect these resources, plus maybe a few others such as hemp and flax. I have not yet decided if they will be wild versions that will actually be gathered, or if they will be produced out of nothing. I do like the idea of making a pine tree for the orchard to tap resin for a constant supply. Thinking of also making a couple of houses and some storage areas using the Turpentine Still theme. I really like how the still building came out, it is exactly the style I was thinking of for the basic industry buildings. Now I know how to build it, expect more buildings along this line with some variation to colour etc.

 

Now, for some community involvement! I suck at making icons - I have no idea why - it is something that I am not very good at. So, I decided to ask you guys for some help. If anyone can make icons, or can at least find good icons, I will be very grateful. So grateful, in fact, that if you do find me some good icons, I will be willing to name a building after you. That is right, you will be forever immortalized in the Banished world. The Sherbrooke industry set, IRL, does not just say 'Blacksmith' or 'Tailor' above the door, as I have done in my set, but has a name... "Joe McLane. Blacksmith" and "Donald McDonald. Tailor.". So, if you contribute with icons, I will name one of these buildings (or another coming out of that set) after you (or your handle, or you can come up with a name if you wish). But wait, the stakes get higher... if you make me a set of icons I will not only name a building after you, but will even build a building or a small set of buildings of your choice (I am thinking about those beach huts there @QueryEverything...) as a way to say thank you (you'll have to make the icons for them haha).

Now, some of the icons in the maritimes set I do like, the dock pieces, a few others. But most suck, buildings and resources. You'll notice a lot of the produce icons are black and white and any that are not were probably borrowed from CC. Some are so small you can't see what they are. At the moment, all new resources above are just a picture of a barrel. I don't care if you just write 'Turpentine' or 'T' on that barrel tbh, as long as it represents turpentine.

Buildings need 1 icon that is 32x32 px, resources need two icons, 1 32x32 and 1 16x16px (I use the same icon just scaled down, which is why it sometimes looks bad).

...Over to you...

 

 

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for turpentine just show a barrel pouring a black liquid and for pine itch just use a pine cone and some needles. keep it simple.

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As a suggestion from a purely visual perspective, perhaps it's worth darkening the colour of the Pitch Kiln a little so that it stands out a bit more from the dirt road?

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@Necora I love the texture of the kiln, would you mind sharing? Id like to try it somewhere

Good work.

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11 hours ago, Necora said:

Edited:

Now, for some community involvement! I suck at making icons - I have no idea why - it is something that I am not very good at. So, I decided to ask you guys for some help. If anyone can make icons, or can at least find good icons, I will be very grateful. So grateful, in fact, that if you do find me some good icons, I will be willing to name a building after you. That is right, you will be forever immortalized in the Banished world. The Sherbrooke industry set, IRL, does not just say 'Blacksmith' or 'Tailor' above the door, as I have done in my set, but has a name... "Joe McLane. Blacksmith" and "Donald McDonald. Tailor.". So, if you contribute with icons, I will name one of these buildings (or another coming out of that set) after you (or your handle, or you can come up with a name if you wish). But wait, the stakes get higher... if you make me a set of icons I will not only name a building after you, but will even build a building or a small set of buildings of your choice (I am thinking about those beach huts there @QueryEverything...) as a way to say thank you (you'll have to make the icons for them haha).

Now, some of the icons in the maritimes set I do like, the dock pieces, a few others. But most suck, buildings and resources. You'll notice a lot of the produce icons are black and white and any that are not were probably borrowed from CC. Some are so small you can't see what they are. At the moment, all new resources above are just a picture of a barrel. I don't care if you just write 'Turpentine' or 'T' on that barrel tbh, as long as it represents turpentine.

Buildings need 1 icon that is 32x32 px, resources need two icons, 1 32x32 and 1 16x16px (I use the same icon just scaled down, which is why it sometimes looks bad).

...Over to you...

 

 

Meep, pick on the person who has no artistic talent at all and can barely manage MS Paint, haha! :)

Let me see what I can do, in paint.  

Is there a how-to anywhere that is easy to follow that I can see how an icon is made specifically for Banished, or is it as simple as opening a 32x32 space, and save as "name"?
Any tips from the gallery would be helpful and a shove to a how-to would be terrific.

For what it's worth, I like your icons.

So, what ones do you need at the moment?  Anything specific you already have in mind?

Off to eat a late dinner, then to google.

BTW - I can't wait to test the new buildings!! :D

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@QueryEverything what I have been doing so far is taking images from google search then making them white, or combining them, or something, to make them represent what I a building. The building ones are OK for the most part, but when I can't find a free .png I get stuck. For example, I couldn't find a good free still png, so that is now a barrel. I also couldn't find a good turpentine (or something resembling turpentine) image, so that is also a barrel for the time being. Finding color ones is also tricky as a lot are too cartoonish, and others just don't scale well. You don't need to make them from scratch, using free resources is fine, I am just hoping someone here has a better hand with editing small images than I do. 

@ShockPuppet Sure. It is from www.sketchuptextureclub.com - free registration with a 15 texture a day download limit. It is fantastic for siding and shingles etc., I've found way more good textures on there than on textures.com. So much to choose from. I do need to darken that texture a little bit though.

39_mud wall texture-seamless.jpg

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Well, I managed to get Hemp and Flax into the game as crops (or, very bad attempts at crops - look at how the hemp glows it the dark dude... trippy...)...

Screenshot39.jpg

Screenshot40.jpg

I also put together a storage building based on the Turpentine still, and a gatherer who will go out and collect wild flax and hemp...

Screenshot41.jpg

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The only problem is my wild hemp and flax don't show up. @ShockPuppet or @Kralyerg is there any special trick to getting a new wild resource on the map? I basically copied the onion rsc and changed the name to flax and hemp and the models to the flax and hemp models, then change the gatherer to my model and made it go for flax and hemp rather than the foods. But the gatherer doesn't collect anything, and I can't see any flax or hemp on the map.

Edited by Necora

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3 minutes ago, Necora said:

and I can't see any flax or hemp on the map

 

Did you modify your NaturalResourceTree.rsc file so that the trees will spawn the new resources?  Berries/Roots/Herbs/Onions don't appear by themselves, the trees grow them.

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@Kralyerg brilliant thank you! My terrible hemp and flax is now spamming the map haha. And they get collected by the forager. Perfect. Now to add resin and pine boughs (and make those models way better).

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hmm is there a limit to how many items a gatherer can find?? or you can just add more and more to the resource rsc??? we could do honey too then.

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1 hour ago, stiles said:

we could do honey too then.

we could do anything. In my experience its very difficult to get this right, adding more things overpowers the gatherers. If i recall right, we had to nerf some of the vanilla banished spawns (mushrooms, roots etc) because we added ginger and wild seeds. Also, its important never to add a wild grain - that makes all food groups available from the beginning and the people will never get sick.

Personally any future spawning additions for CC or mods im involved with will need to have nerfs and balance, its too easy to break the game.

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