World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on January 29, 2019, 07:49:03 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on January 29, 2019, 07:49:03 AM
good morning.it is a new year,so i'll start a new series

all prior save games are deleted. to find out what is in the new RK,i need to run it without any mods.i actually have a backup file of the game with no mods in the windata.that makes it easy.i did add the debug so i can test or look at some buildings quick.

       i can only do what the modders let me.lately they do try to keep me in a straight jacket.for those in other countries that may not know that term,it is a way to tie crazy people up so they can't hurt themself.this will be a challenge.RED already told me adding trapping will not be easy.

         hmmm this is goig to take some time. there are new terrain starts. there are several that say "no dirt".we have no explanations without going back and re-reading several pages of RED's development blog.there are new start condition settings. these do have an explanation.i'll start with a genesis setting which gives 2 families but no buildings.in my haste to crack this open i did goof. i forgot to totally clear the registry.i ment to do that to be 100% sure no other mod was having any affect.too late now.this enchanted plain start is super dark.i guess we do have a full moon as we can see.there is a lot of rocks.have no clue where i am.a different planet perhaps?

        next i tried the lake" no dirt" start with the 2 families.this terrain texture is neat.when did RED learn to read minds?it actually offsets something i was working toward.this will work nicely for those who like to build islands in the lakes.it works well for that.it doesn't change the rock texture when you terraform down from mountains.i went to check on the house icons and the game kicked me out.the patch files were the latest 1.07,however the video files were the beta 1.07.

    i decide on a fresh spring plain terrain start with gatherers.now the mini map looks checkerboarded or a blotched grid pattern.there is some shadowing to the terrain here and there. it doesn't look bad.might be causing the mini map to look odd.i debugged some houses and a fishing pier.enough to keep the bannies happy for a while.

    now i can go thru the icons and see what is new. RED added orchard foresters.  that was an unexpected addition. there is a furniture maker,a weapon maker ,and an armor maker.these will use up iron. so to run these, you will need a developed production center and mines.the garden walls mod was added in.this upgrade comes with a huge full dock set of buildings.though they require less materials,RED designed them not to be built on and. they don't require lumber but have to be built over water.this is 1 of the highlight or major changes to this version.there are 2 foresters,1 says it plants new trees. it does not say what trees are considered "new".

      i let the gatherer run a full year.the 2 workers didn't have the bridge until winter.they did collect a mixture including firewood.the forests are thick. the way the game lays the trees out ,you do get some different mixtures of forests. some with dark pines and some clumps of more leaf trees.plus there is some grassy meadows mixed as well.i do think there is more rocks than the older versions.

  that is 3 quick looks at the RK. non of this is a complaint,just observations from looking at the maps. it will take a some time to get used to it and see what all is in here.

pic 1 and 2: "enchanted plain" start
pic 3 and 4: lake "no dirt" start
pic 5: "fresh spring plain" start
pic 6: terrain shadows
pic 7: new workshops
pic 8:gatherer output  for the 1st year.

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on January 29, 2019, 09:52:44 AM
i hope you will enjoy it :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on January 29, 2019, 10:42:45 AM
hi,RED. it is fun testing so much. did you add bee hives? i have not seen any yet.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on January 29, 2019, 10:47:27 AM
Quote from: brads3 on January 29, 2019, 10:42:45 AM
hi,RED. it is fun testing so much. did you add bee hives? i have not seen any yet.

no i did not
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on January 30, 2019, 04:57:54 AM
              TEST 2

     i do want to bring a couple mods over without changing anything. i did bring the propertime mod,since i am used to the speed.
TOM's quick hunter and fisherman and the mini mod were copied over.i also want to test a few new mods.i loaded KID's fairy tale and boat mods.

  i looked at a few more different starts. RED has added quite a few.the easy start seems to be the only 1 with houses.1 A&E start has no food or supplies.he gave different options for the medium starts with crops or orchards ort livestock.he does give the player a lot of different choices. 

        i want to look at the "pine wood plain"start. was wondering how much meadow there would be.i debugged in some houses,a crop field,and the mini hunter and gatherer.a workshop and townhall and a firewood chopper.just to keep the bannies busy.i sent the laborers to clear some trees.this will give an idea of how a modded gatherer works with the RK items.RED added flax and wild oats.i do see firewood,bird nests,and a variety of plants.i have not seen bee hives yet. 

     for the 2nd yr,i wanted to test the gathering more.the main gathering hut was added. i added a mulberry orchard but do not expect much from it this year.then just let this run a year and see what the bannies collect.the main gatherer did find more items.if the rocks were cleared,the output total would improve.the mini gatherer is not collecting the RK items.that does handicap its output.

       as i look at this more ,i will have many more questions for RED. 1> is there bee hives and i just haven't seen them? 2>did you increase the rock spawning,stones,iron ore,and copper ores? 3>should the firewood be collected from the forester not the gatherer? my concern here is the firewood takes away from the food total. my thinking is that it had to be modded that way.or a separate worker would have to collect the firewood.much like the pine trapper works to clear traps and collect pelts and furs.the forester does collect some of these as he plants trees. none of that is complaints. just observations and noting the differences from 1 mod to the other.mainly trying to understand the changes and how everything functions.

    as expected, i do need to run more tests to see what is in here. one thing i need to get where i can see.next test i will turn on the CC rain mod.

pic 1 and 2:  "Equinox valley" map
pic 3 and 4: "Lush green valley" map
pic 5 and 6: "Pine wood plain" map
pic 7: RK wild bison
pic 8:some of the RK gather items
pic 9: 1 yr mini gatherer output
pic 10: RK orchard forest toolbar
pic 11: 1yr of the main gatherer output,2nd yr of mini
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on January 31, 2019, 06:13:43 AM
TEST 3


     i do need to get where i can see better. CC rain mod and Ds Ui map mods are copied over.just to show how different the no dirt versions are,i ran the same map code, 1500, on both.not sure how RED started reading my mind,but i think this "no dirt" start option will get a lot of use by many players.

      i debugged 2 houses,the mini tailor,a BS,a shed,wood chopper,and a TH.the hunter and gatherer were also debug added.i sent them enough land to clear just to give some logs and iron ore.now i can let this run.

       temperature records: eary spring around 30 degrees f,spring 50's,late spring 60's,early-mid summer 70's,late summer mid 60's,
early fall bounced up to 70 dropping to 60.fall 50's,late fall 40's,early winter 30's snow,winter mid 20's,late winter 30's climbing to high 30's by spring,

year 1
     thru spring             summer             fall                    winter
  hunter   160 goose,   80 goose,    80 goose,24 duck,     72 duck, some oats thru the year.  total 416+26 oat,
  gatherer 147 total,   +42     ,                 +78  ,              71       year total 339  56 is firewood so 283 total.

   with the lake to the north and a stream to the east,we are working about half the radius.
  death:female in child birth,  this hurt.3 bannies working.1 worker is micro-managed. i did want to work far enough to test the new orchard forests.kinda hard to do with so few bannies.the game beat me up on this test.

          where am i?  opened several map starts to see what options are in the RK. looked at what buildings were added.then i started trying to figure out the gathering changes and what other changes RED might have made. i started with no other mods.slowly added enough that i can see better.the missing tools may be part of why i feel lost. it is more real life related.

         what do we know? not enough. RED added flax and oat but no beehives to the gathering. i noticed it is "oat"not "wild oat".this helps cut down on the long inventory and also gives players the option to mill it into four.not all "flax" is the same.there are about 3 or 4.some flax can be made into clothing.some has to be processed and then made into clothing. yeah more testing.

         RED has added some neat surprises.

pic 1 and 2: "no dirt" lake map
pic 3: zoomed and cleared trees to see tyhe RK items
pic 4: original lakes map, to compare and see the difference
pic 5: debugged start village
pic 6:yr 1 outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Nilla on January 31, 2019, 06:20:46 AM
Hi, it´s bin a while!

We are lucky that America is a large continent, so there´s plenty of room for you @brads3 to settle! I´m pleased to see that you are still busy! I feel a little inspired to start a new game, too. maybe soon. We´ll see.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on January 31, 2019, 07:08:22 AM
WOW. stranager. you have been missed, how are you??? there are some changes to the game. someone gave RED some mods and we now have wild animals.REd has been working for a long time on this new mod. we also have a mod manager that allows us a better way of organizing the mod orders. are you back for a long time?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on January 31, 2019, 10:15:53 AM
@Nilla : Hi Nilla !
we missed you ! How are you ?


@brads3 : i added cotton flax and oats. i did NOT included bee hives.
we cannot ask the forester to gather the firewood. it is a forester building, not a gatherer-type of buildings.

Trees are spawning : onion, shrooms, root, berries and deadwood.
flowers spawn everything else.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 01, 2019, 08:20:12 AM
TEST 4

          i need to run a longer map.set this up as gatherers on the pine wood lake map. the terrain is darker than the original.i do wonder if the trees are different from 1 start setting to another.it might be subtle enough i can't see it. i don't start in the best spot. up against a stream so half the gathering radius is not useable.the 8 adult bannies will have to work.

       they need a house to stay dry at and a bridge.then they can expand into the lake.they will need the bridge before they can find many logs.the start is so bad,there is nothing to hunt.the start pile has been downsized.this does make the bannies work differently to clear land.they clear some iron ore for tools and then trees.if you clear too much to fast, that pile will get full.it is a small change but has big effects.if the pile gets full,the bannies  won't be able to clear land for the next building.

     these bannies are having a rough time keeping up on logs.they are using them faster than they cut them.not wanting to cut trees in the gathering circle,they have had to work farther out.food production has gone very wella quick hunter did help take in some bison and leather.the gathering hut has a full list of itemsa huge variety of food.

      they didn't get a lot of construction done.a tailor and wood chopper are needed.about half the bannies don't even have a house yet.a couple of the children will help more next year. 

     this map is considerably warmer.it is 60 in early spring.hit high 80's in early summer.fall temps dropped quicky to 25 and snow came in mid autumn.brrrr,early winter the temp has dropped below 10 degrees F.will it go below zero? these bannies don't have any blankets.wow,a 40 degree longer temperature range than the last test.this is most likely an extreme swing of the temps.

     these temps matter to food production a lot.too cold and food will start to decay.not warm enough and fields won't produce as much.some of this modders can affect.however, lots is hard coded in the game beyond the modders' reach. LUKE kept enough of the coding hidden to make the game challenging.this isn't a bad thing.

      from what i have seen over time of playing the game,crops do better closer to the 80 degree temp.if the temp gets to 90,the growth slows down.they will grow but are sluggish about it at 70.at 80 they will mature faster.at 70,they will need a longer growing season.this can be somewhat different depending on the crop you are growing.a tropical fruit will be way different.
   
      how much does this temp variation affect the gathering foods or the rice farm? RED can set a range for the plants ,and i think a die off temp for the spawned items.beyond that, LUKE's coding and programming to the game has control.  we often throw stones at LUKE.a lot of what he did is neat and intesting.a lot of complex things happen due to LUKE that we never see directly.

     i was surpised to see the temp hit 88 degrees. it stayed there for over a month.if i had a lot of crop fields,the food production would have seen a huge jump.i really like this range.there are some drawbacks. it was warmer than it should have been in spring.i doubt this is even close to a normal year.climate is something i have looked at tweaking. ran some experiments on it.it is a juggle since it affects the food so much.the game has a tendency to neutralize or balance the temps out.as in this case,to get the warm summer,the game raised the spring temp. an on-going challenge.


      questions for RED KETCHUP> are the trees and temperatures the same from map setting to map setting if all are set to fair climate? 


pic 1: map settings,my 9th test map
pic 2: start point
pic 3: construction to summer
pic 4: yr 1 outputs
pic 5: the bannies keep seafood fresh by storing it in water,don't fall in
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 01, 2019, 09:44:06 AM
Quote from: brads3 on February 01, 2019, 08:20:12 AM
TEST 4

      questions for RED KETCHUP> are the trees and temperatures the same from map setting to map setting if all are set to fair climate? 


i didnt edited any game temperature at all. mild/fair/harsh.... i absolutely did nothing on those. so it is game original setup and there are RNG that can make a seed diff than another.

And yeah if you try to look inside some buildings... you can see some unseen polygons gone to help people PCs :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 01, 2019, 11:38:37 AM
i am glad you didn't alter the temps. everything that happens with temps is me or LUKE's fault.  :-\
i don't think crops produce based on a RNG. i think it is a formula,most of which is in the hidden coding.i'll touch on this more later.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 01, 2019, 11:40:39 AM
                                TEST 4 year 2

             i had a plan to place a forester across the stream.the bannies have had to cut those trees for logs.as it is,more workers are needed at the docks.the forester tests will be delayed.the bannies are stuggling to get a stockpile of logs.finally,the tailor is finished.according to it, flax is a 2 step process.the fishing is going very well from the dock.the bannies figure they will leave 2 fishing this year and try to build a house and storage across the stream. in year 3,they plan to build an apple orchard forest.hopefully the apples will bring a herd of deer or elk.

         between my construction and RED's design,the bannies got scared of some trip hazards.i built it with no steps.there is some gaps around the buildings. the dock walkway is narrower than the walkways of the buildings.most of this isn't a problem at all.the BS can't be built next to without a gap on 1 side.   

       warmer than average spring.upper 70's in the summer.temp held above 50 til mid fall.then it dropped fast enough to snow even. 

pic 1:dock tailor
pic 2: hill texture
pic 3: dock step down
pic 4: gaps,note the BS walkway is wider than the main walkways.there is some gaps by buildings depending on how they are placed.  can't be build tight against the BS. 

pic 5:forester house,nobody homless finally
pic 6:yr 2 ouputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 02, 2019, 05:58:58 AM
         TEST 4 yr 3

         good morning. yes these tests are taking some time. playing the RK CHOICE without adding mods did need to be done. adding mods can change more than expected or more than we know even. for instance players have added a CC addon mod and end up with feathers.even though nothing in the particular mod used feathers.since i normally have 100+ mods,how much of these "extra affects" do i have? what i see now with the RK by itself might not be something RED changed to this version. i didn't reset the game registry when i started these tests. there is a chance that a mod i had before could be affecting things. unless someone tells me,i will assume everything i see is the RK itself.    so bare with me if i give numbers or info that might not be new to this version.


           the bannies drop back to 1 fishrman and cut more trees.the wood chopper stops working as well.hopefully they can get the log count up.  the forester does overlap the gatherer radius slightly.in time a hunter and another gatherer can be built.it will take several years for the trees to grow.  a quickhunter will be sent when animals pass nearby.this will supply leather for coats.otherwise, things are stable and the map can run a while. by now, the rocks have been cleared from the gathing area.


year 3 temps
         spring starts with 30 deggrees,mid 40's thru mid spring,a slower climb to 60's thru late spring,early summer starts at 70,climved to 75 and dropped back to 70 before late summer, down to mid 60's by fall,drop to mid 40's by mid fall,dropping to high 20's by early winter,mid 20's thru winter.late winter climbing back into 30's.
steadier climbs and drops.a cooler summer.

     my goal with these temps is to get the map close to where i live. i am in the Mid-Atlantic states,half way between the coast and the Great Lakes.it is actually a plateau. so we have flat valley areas with rivers surrounded by hills. some of the hills are fairly flat on top and some are steaper than others. some days it will snow in the hills and do nothing in the valley.this gives us lots of spring fed ponds and lakes.temps range from below zero for some weeks in winter to 90's in summer.growing season nowadays from may into mid fall.
       the mainland US has deserts and high mountains out west.swamps and some sub tropical south.plains in the middle.   being a large country,the climate and terrain varries a lot. you can sit in 80 degree California and see snow on the mountains.some of our states are the size of countries in Europe.

pic 1:RK apple forester
pic 2: fall overview
pic 3: quickhunter
pic 4: yr 3 outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Artfactial on February 02, 2019, 12:20:27 PM
That's a beautiful map right there.:)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 02, 2019, 01:49:10 PM
that is the pine wood lake map
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Artfactial on February 03, 2019, 12:26:35 AM
Yeah, I'm using that one as well for my current map. Has turned out brilliantly on almost every random seed test.:)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 03, 2019, 07:41:05 AM
TEST 4 yr 4

        while the bannies clear some rocks from the forest,the buider goes to work on a dock townhall.RED left the blacksmith to make iron from 3 iron ores.if iron gets too low that is a handy backup to quickly smelt some. it is hard to see thru the trees,so the bannies will double check for rocks around the gatherer.RED has tools for iron,stone,and copper ores.there are also tools for all rocks,firewood,grass,flowers,herbs,trees,and food.

     by now i have temperature averages. spring starts at 30 climbs into the 60's,summer ave. in the 70's,fall 40,drops from 50-20's,winter is 20 for average. had a 7 degree low and a 85 high.both extremes did come in the same year. this year has a warm spring and as expected the summer temps got into the upper 70's.it stays warm well into fall.

     year 5

    the bannies can't burn fodder unless they bundle it and do not need it for building construction.the chopper will bundle it and conserve logs.to do that they need an RK chopper. question is will the dock chopper bundle fodder?it will be 3 years before anyone needs a new house,so plenty of time for a few projects and to clear rocks for the forester.the dock woodcutter does come with a choice of fodder bundles.

     there is a heatwave.80 degrees before summer and lasted thru mid summer. max temp 85.the 2nd heatwave in 5years.the bannies think i have them lost."what is this Virginia,you have us a 1000 miles south." i tried to tell them they can grow food better here.they are never happy are they? now they say it is too warm and they miss some cool summers.
      this is a juggle and not the modder's fault. the bannnies don't wait for the ground to warm up or the rainy  season to end. they plant way early.the temps are close overall. spring temps may climb quicker.it is like the calendar is reversed 2 months.early spring game time is like late spring real time and so on.the bannies hit the 85 in late june.here in reality it would be mid august.bannie new year is march, ours is january.go figure.

      the gathering hut does show a huge food increase with the high temps.about 200 more total output.


       the apple trees do not clear as trees per the clear tree tool.that might be handy. 
--------------------------------------------
       a quick review

       collectables with the RK CHOICE: fodder-thatch,flowers,firewood,flax,silver gold,and copper ores,seedlings,and herbs
no traps no bee hives
      foods: berries<blue berry>,blackberry,cranberry,eggs from bird nests,mulberry,mushroom,oat,onion,rasberry,roots,and strawberry
      wild animals bear,boars,elk,deer,ducks,goose,and bison so far, these give leather and fur

       the docks ate up logs and forced us to cut more and more trees.with a smaller start pile,we had to be careful not to fill it and couldn't just clear land.  this slowed down construction.a quickhunter has been sent out off and on to keep leather supplied.   RED did give the fodder bundle option to the dock wood cutter. that will help save on the logs.      we do need to work to feed iron ore to the blacksmith. there isn't a rough tool option.he did give lots of other tool options.

       overall the town is stable.the bannies have some time to clear rocks for the forester and extend the docks.it will be a couple years for the apple orchard forest to produce and a pair of bannies will be old enough to move on their own.

        RED says he has done nothing to change the climate. any differences to prior games is all related to the mods i used.

pic 1:dock TH
pic 2: yr 4 outputs
pic 3:dock firewood cutter
pic 4:  clear log tool skips over the apple trees.
pic 5: BS tool options
pic 6: yr 5 outputs
pic 7: 5yr inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 03, 2019, 08:15:37 AM
just to make sure you know, the apple lodge wont give any apple in its statistic window. they plant apple trees which will give logs once cut. the apple trees will spawn buckets of apple on the ground that your gatherer will harvest.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 03, 2019, 10:36:20 AM
yes,i saw that.wondering if the other modded gatherers will collect the apples too?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 03, 2019, 12:28:38 PM
Quote from: brads3 on February 03, 2019, 10:36:20 AM
yes,i saw that.wondering if the other modded gatherers will collect the apples too?

no , unless they specifically asked to gather

   ComponentDescription _naturalResource
   [
      "Template/NaturalResourceOnion.rsc",
      "Template/NaturalResourceBlueberry.rsc"
      "Template/NaturalResourceMushroom.rsc"
      "Template/NaturalResourceRoot.rsc"
      "Template/NaturalResourceBirdNest.rsc",
      "Template/NaturalResourceMeadowsBlackberry.rsc",
      "Template/NaturalResourceMeadowsCranberry.rsc",
      "Template/NaturalResourceMeadowsMulberry.rsc",
      "Template/NaturalResourceMeadowsRaspberry.rsc",
      "Template/NaturalResourceMeadowsStrawberry.rsc",
      "Template/NaturalResourceRK3Ddeadwood.rsc",
      "Template/NaturalResourceWildApple.rsc",
      "Template/NaturalResourceWildApricot.rsc",
      "Template/NaturalResourceWildFig.rsc",
      "Template/NaturalResourceWildGrape.rsc",
      "Template/NaturalResourceWildLemon.rsc",
      "Template/NaturalResourceWildLime.rsc",
      "Template/NaturalResourceWildMango.rsc",
      "Template/NaturalResourceWildOlive.rsc",
      "Template/NaturalResourceWildOrange.rsc",
      "Template/NaturalResourceWildQuince.rsc",
      "Template/NaturalResourceWildCherry.rsc",
      "Template/NaturalResourceWildChestnut.rsc",
      "Template/NaturalResourceWildPeach.rsc",
      "Template/NaturalResourceWildPear.rsc",
      "Template/NaturalResourceWildPecan.rsc",
      "Template/NaturalResourceWildPlum.rsc",
      "Template/NaturalResourceWildWalnut.rsc",
      "Template/NaturalResourceWildAcai.rsc",
      "Template/NaturalResourceWildBanana.rsc",
      "Template/NaturalResourceWildCoconut.rsc",
      "Template/NaturalResourceWildDate.rsc",
      "Template/NaturalResourceWildGrapefruit.rsc",
      "Template/NaturalResourceRKWildOats.rsc",
   ]
   ResourceLimit _resourceLimit = Food;
}

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 03, 2019, 12:38:29 PM
hmm i wondered that. some do pick up other items,like KID's mods work with the new flora.some don't. NECORA had set the vanilla wo interchange the items. wasn't sure if the items worked just flagged as food and herbs.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 03, 2019, 01:26:45 PM
it is not food flag releated , need to specify each item inside each gatherer version template.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 04, 2019, 07:13:26 AM
         TEST 4  YEAR 6

          what is left to test? i would like to build the dock tavern to be sure it uses rice.there are 2 seafood farms.those should be built to know the difference. the apple forest needs to mature and a gatherer built.i should build a "new tree forester",to see how different those trees are. there are lots i didn't build. there are more dock farms and some new production buildings.

        this is phase 2.phase 1 was trying different start settings and options.phase 2 was to look at the new buildings and see the  different adjustments RED made.there are more items added to the map and more pine trees.pgase 3 will be adding mods below the RK.they shouldn't affect the RK nor have issues.phase 4 will be adding mods above,some of which will just add to it like the domestic animals or KID's GF farm addon. some will make little changes like the safety hole, my precious, and CC no smoke mods.

        the bannies needed more room in the piles,so they built a cemetary to use up some stones.the dock was extended and the dock tavern built.it says it uses grain. it does make beer with hops,the only grain it uses. it can produce fruit ales and wines,and honey mead.
it does use rice or wheat.oddly it doesn't use the cranberry from the dock farms.

            YEAR 7

       the 1st pair of youngsters will turn 16 this year.a house and a gathering hut will be built.by now the apple trees should produce fruit.a 10yr old wanted the house so the bannies need to build another house.

      a pair of nomads arrive at the dock townhall.there is no market or trading dock built.so the RK dock townhall can bring nomads by itself.it was completed in yearr 4,so took 3 years to get nomads. the middle-aged couple will stay.a 3rd house has to be built.then the bannies start moving supplpies for a new tree forester and more storage barns.

        it took the apple trees 3 years to mature before we saw the 1st crate of apples.he is cutting and replacing old trees.it should take another 2 yrs to get a good yield of fruit.

     the new couple split up and took over 2 houses.the bannies collected 40 apples.

pic 1: dock tavern uses no rice or cranberry
pic 2: pair of nomads at the dock TH
pic 3: gatherer for the apple forest
pic 4: yr7 outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 07:32:27 AM
i noted on a piece of paper the : tavern no rice/cranberry recipes. thx
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 04, 2019, 08:49:02 AM
did you catch the gap by the dock BS? can't built tight to it on the left side.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 09:34:58 AM
Quote from: brads3 on February 04, 2019, 08:49:02 AM
did you catch the gap by the dock BS? can't built tight to it on the left side.

i catched on the stone version... but not yet on wood one...
(people will need to destroy it and rebuild it so they can see the change)

only the BS i need to fix like that ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 09:43:57 AM
Quote from: RedKetchup on February 04, 2019, 09:34:58 AM

only the BS i need to fix like that ?

btw, if is there anything.... let me know before patch 1.3 because it will be the last one.
not garantee i ll do everything/anything... but i always listening :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 04, 2019, 10:18:03 AM
only 1 i saw. i didn't build all of the dock buildings or turn them all. i did notice some things with the transition form dock to shore simial to what NILLA mentioned. the shore dock seems a tad higher than the ground and it is a jump up instead of a step up.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 04, 2019, 10:23:15 AM
                             TEST yr 8

              these bannies have caused housing dilemas.i guess the older nomad couple were tired of each other,so they split.the par of 16yr olds has refused to leave the docks.the bannies will build a house and a seafood farm.the new tree forester is sent to plant.

              a 12 yr old moves into the new house. the seafood farm gives a choice of items to produce. the RNG seafood would give a random selection.the bannies work to extend the dock and add yet another house.of course it won't work.a 14 yr old moves.all the singles that have moved out are females.the couple that had split did have a child. the lady was 47yrs old when she gave birth.
i did not expect her to give birth after age 45.

               i agree with NILLA on needing steps to trasititon to the shore. the coastal dock piece is a tad high of the ground.instead of a step up it is a jump.the low dock walkway doesn't merge wit the ground.instead of sliding into the ground,it leaves a water gap.for those who might use the CC docks addon mod,these docks are lower than the CC docks.

        the bannies had to go swimming. it is 88 degrees in late spring.  the high hit 97 and stayed in the mid to upper 90's until almost fall. in 1 week, the temp fell from 90 thru the 80's to 78 degrees.they dropped to the 50's by mid fall. in 1 week it fell quickly into the 30's.  with the temp above 90 and the abrupt changes,the original gathering hut does show a drop in food output.not much but muliply that across 40 or 50 fields.a 10-20% change adds up. the warm fall did help.     


pic 1:seafood farm
pic 2 dock to shore transition
pic 3:new tree forest
pic 4: yr 8 outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 10:48:41 AM
Quote from: brads3 on February 04, 2019, 10:18:03 AM
only 1 i saw. i didn't build all of the dock buildings or turn them all. i did notice some things with the transition form dock to shore simial to what NILLA mentioned. the shore dock seems a tad higher than the ground and it is a jump up instead of a step up.

i dont want to be too near of the ground, the game doesnt handle well when 2 textures overlapping at the same exact coordonates.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 10:53:46 AM
in your screenshot no2 : you didnt built your road to attach it or didnt put enough coastal dock further into the land.

but i did fix though: the ability to put stairs will be more flexible.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 11:16:58 AM
something totally unrelated... i will maybe have to lower down the "trees" lifespan. i did made them lasting longer as i've strongly been ask to do... but i noticed something : the trees have very hard to die now that they become really too much "thicky" "dense" over time. nothing else can grow (like grass) and they cover the entire map over time like super crazy.

if i fix that, i hope it will be save compatible because if not... i wont be able to do it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 04, 2019, 11:42:41 AM
ok,i noticed in the 1.1 that the fodder doesn't keep spawning over the map. wasn't sure if it was my mod order or not.the stairs will be a big help to the dock situation.

lowering the lifespan of the trees might work. what would  changing how often a tree spawn a new tree do?while you are looking at that,is there a way to make bigger meadiows at the start?

is there stages to the tree growth and do they give the same amount of logs? it appears there is a baby tree,medium,and larger tree.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 04, 2019, 12:55:44 PM
or they give no wood cause too young... or they give what the rawmateralfile says. you cannot have 2-3 diff amount depending age.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 05, 2019, 05:46:54 AM
              TEST year 9-10

     that is a full week of testing.i didn't look at any production buildings. i assume most of those will be the same as before.there might be some adjustments to the fertilizer chain. i didn't look at the tree growth.that would take a very long test.there is some sprouting of new trees where the bannies have cleared and the start meadows. it isn't overpowering.without a fodder meadow,i haven't tested the gathering there either.i didn't test the laborers to see if they clear everything or destroy bird nests. they did bring in some cotton,so i would assume they will collect anything else.as the bannies move from map to map there will be some challenges or surprises along the way. that makes it fun.

       overall the mod works well.there are more items to collect.the flax and oats aren't overpowering.RED added some challenges.i did find 2 minro issues.the transition from dock to shore and the dead zone on 1 side of the blacksmith.i didn't build every piece nor turn every one to see if any more of the dock buildings will leave a gap.


      for now i want to let the 2 foresters plant and seee how the new tree forest looks with some growth.the bannies can clear some more rocks. we aren't getting as many apples as we would hope.the forester seems to be slow at planting.the apple forest has worked for  6 yrs. with 1 educated worker.i do want to note this cause this will mean less logs from the forests.it's hard to see what trees the new tree forester is planting.

    the gathering system has 1 drawback,in general not mod specific.as there are more items added to collect ,there is less of each item spawned.vanilla game started with 4 plus herbs.with mods there are now 4-5 times that. hence the amount of each is 1/4th what the output was before.if we got 100 onions before,we get 4 items now but only 25 of each.not sure how much modders can control this. i believe it is limited to giving the item a chance to spawn rate.so firewood might have less chance of spawing than a food item.

     some of what i say might not be exactly as the game works but is how we players see it work. i think this explains why we get different forests to give different foods.a modded forester and gatherer isn't going to collect all the items.so instead of taking time to collect RED's berries, he will collect more roots. in a pine mod forest it woud collect more pine items,in theory.it could be argued that since the modded gatherer skips over the RK items ,he will collect less in total.most modded gatherers have a smaller radius so i think the total output is debatable.

     in the case of the RK,there are several berry types.so we will find less onions,a good point.at the same time we have less roots.in this case,we are getting more fruits,but we have less chance of stockpiling roots or a sepcific fruit.so making rootbeer or cider will be harder.at the moment, the items are balanced decently.there are more fruits than veggys in types. there seems to be more fruit per plant than roots or onions.

pic 1:9y apple forest growth
pic 2: new tree forest growth
pic 3:production
pic 4 inventory
pic 5:outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 05, 2019, 06:42:56 AM
you also need to keep in mind, your gatherer window will only show you the first 10 items. there are alot more. and yes the numbers are less bigger but i reassure you, the total amount will be pair if not bigger overall.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 05, 2019, 07:53:36 AM
your outputs are fine. a different gatherer from another mod will be different.now you say that the gatherer will collect more items than the menu shows. that is interesting. would a modded gatherer that has say 5 places on the menu actually collect the new items and just not record it? so the mini would pick up the rasberry but not show it in the menu? or am i correct in thinking the mini won't collect the new items at all? i always assumed they wouldn't collect more items than the menu showed.

   i broke your BS today,but fixed it quickly.you can't slap my hands yet. ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 05, 2019, 10:49:31 AM
no! has i said before, it needs to have the links to the material files to be able to pick them up. if it is not mention... they will ignore those. the same way it ignore trees !
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 05, 2019, 11:42:42 AM
                 RK CHOICE TEST PHASE 3<adding mods.

      this should be easy.i plan to add mods to it without affecting it.so mods that were below the RK before i can add.mods that i know will affect something i will wait and add later.i am not adding mods above it yet.the only mods that do affect it are the propertime mod <a 1:1 bannie age mod> and the blackliquid rain,so i can see. i will use this chart but skip step 3.
http://worldofbanished.com/index.php?topic=1790.msg35826#msg35826

note: step 5 can be bypassed with the mod manager.   

         Step 1 be sure you have the right version.this 1 got me even. the WinData had all the files and patches.the video files were the beta 1.07 not the final cut. if you get a quick crash with your game double check this. the bottom of the game screen must read 
Banished 1.07-Build 170910.

         these will be added below the RK.i won't add CC or NECORA's mods for now.since i didn't delete the game registry from the last game,most of these will enable at the bottom of the mod order even without the mod manager.the registry does have the RK 1.2 moved all the way to the top.that should be the only change from the prior game.     

         this is a list of over 100 mods so i won't go rhu them all. groups of KID's,TOM's, EB's,DS's,RED's mods,plus several individual mods. most are 1.07 but there are a few 1.06 mods.   this should be a simple test.look at all the icons for anything missing. pull the debug, place a TH,and click the star button to check for any double or blank tags.   

        there is an icon issue with EB's markets. it happened after loading the small storage mod.the same got icon shows on a couple of EB decoration mods.has always happened with the irrigation mods.never could fix it.the parts work thou.just something with the toolbar coding.i will try to move the small market mod up in EB's group.

       no blank tags to the inventory.no feathers added. flax double tagged.sugar double tagged.4 weapon tags.i don't see rough tools.
the extra flax is most likely KID's garden and the sugar from the pirates,1 is refined 1 is not.the RK is blocking the rough tools.the BS tool mod will fix that.

       i do want to test the house jam to be sure it uses the honey.simple test.debug the apiary and the workplace preservist.this makes fruit jam not house jam,so i had to throw a colonial jam shop out.they interpret berries as bueberry, but the jam shop fails to use the honey.the workplace does use it however. this is a simple fix, i could move the colonial resource mod above the RK.the gothic farm addon mod will go above the RK and fix the honey.all buildings should be able to use the honey then. KID fell asleep at his computer while coding and a bee stung him. ever since KID's mods use 2 types of honey.

     the only other item that might cause some issues is leather being cured. the nordic mods are toward the bottom of the mod order to solve those.

pic 1: EB dot icon
pic 2:KID tools
pic 3: RED's mod changes other mods textures,this is the specialized storage mod's general store. several older barn mods switch also.
pic 4: inventory check shows double sugar. no rough tools,no feathers,no blanks
pic 5: honey tested,jam shop fails
pic 6: this map gives a larger meadow,
pic 7 phase 3 test map
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Artfactial on February 05, 2019, 12:08:43 PM
Thanks for doing this and the step-by-step list.
It might explain some of the quirks I experience.

I'm still using the Beta 1.0.7 version. I wasn't sure of the full version being the latest.
Can't harm to switch to newer version mid game, I assume?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 05, 2019, 12:36:42 PM
hmm you can try it. if you scroll over or try to build any RK buildings that need 5 build materials the game would crash now.are you sure you aren't using the latest?

    i've tried to add the mods that don't conflict and slowly add 1's i kow do. there are some minor problems,like the jam not working.1 mod above RK fixes that.let me know if it gets confusing or anyone has questions.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Artfactial on February 05, 2019, 12:54:05 PM
Hm, well, it works. Hovering over and trying to place the RK Cathedral which requires 6 resources was no problem.:)
I'm missing a bunch of toolbar icons, mainly from many of Ds's recently updated mods, but no problems besides that.

Yeah, It'll be good to check my list with your tests to know which mods work fine with each other.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 05, 2019, 01:06:54 PM
no icons showing usually mean mod is not enabled. EB said i knew what i was doing. today i failed several times. most glitches are found playing.like that jam shop not working.i found it before with the Gf farm addon mod. it is an easy fix. some wierd issues are more give and take.you gain this but lose that,type deals.

the mod manager is magic. it saves hours of reloading and restting orders. plus you can move mods while you are in game and then write the changes to the game after you exit. or make changes and the mod order is set for the next game,since the saved game has the mod order for the 1 you are on. 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 06, 2019, 08:49:04 AM
                       RK TEST phase 4 adding start mods

        is anyone lost yet?  i did put those mods in and test that quick. most is experience.over time ,i have seen issues and noted them.those mods were mostly decoration and building sets that don't change the game play.they do add some items like saddles,boots,corn whiskey. they use similar coding for the basic items with a few exceptions. it is possable that there are subtle differences that i don't see. worktimes will be different from 1 mod to another.hence,moving a mod or 2 around might give some different output totals.i have seen that with water wells. the mods work and there are no crashes.

     i didn't check crops and livestock. i did add some seeds,roots for the rootbeer and KID's veggy seeds.the CC mods will have more piggy-backed or included with some of its mods.they won't cause issues but can confuse you when the merchant brings them.

------------------------------------------------------------------------------------------------------------------------

      there are 40 mods that haven't been moved into the game yet. some will not be.some aren't needed. there are goups of CC and NECORA's mods.most are start condition or tweak mods.

     i want to start with the start mods.since i have the mod profile from the last game,i can go down thru the list.these will have to be moved above the RK.

      bigger wheelbarrows<allows the vendors to carry more>,stop burning coal<might not be needed any longer>,no smoke, safetyhole<less deaths>,RK TH patch<fixes a conflict with NECORA's mods>forget about orchards<only helps with a few orchards,can produce fruit sooner>,seasonFX<plowed fields texture>,and BS tools<adds a variety of tools to some BS's including the rough iron ore tools>.
     
      i do want to add some mine mods below the RK.hopefully moving these down will increase the mine ouputs.
unlimited mines and 1stop mining<changes the vanilla mine to random>

     open the mod manager and move all these above the RK. write to game and test.mainly want to check the mod order in game to be sure i moved everything.couple of issues. the RK changed the texture of the nordic houses.that mod can be pulled out.the rest of the nordic mods look fine.just affected 1 set of houses.the training camp deco pieces look dark.th training camp mods will be moved above the RK.  i broke RED's blacksmith with the BS tool mod.it won't process iron.
     i had some saves from these tests.this worked to double check things without the extra mods added.the dock BS was not affected by the BS tool mod.now how to fix it.if i move the BS mod below the RK,most likely it won't work.if i leave it,the mini should be moved above the RK with th BS mod.the blacksmith won't smelt ores and i lose some tool options.

     moving the BS tool mod with the mini mod down below the RK worked.that was a surprise.problem solved.the training camp move did not work to fix the texture and caused a toolbar issue to the fence.drop the training camp mods back below the RK. so far RED can't slap my hand cause i didnt break anything or change the RK CHOICE.

pic 1: phase 4 test.note the nordic house is not red like the cottage.the training camp decorations are dark.
pic 2: fixed the BS tools,did not help the training camp,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 06, 2019, 01:13:35 PM
         RK TEST phase 4- add CC mods

         <<<bangs head on desk. i just lost over an hour of test reports. had this wrote up computer ate my work.as it is the mod manager adjustments to the order did save.i am totally lost as to where i was. ok, cup of coffee and acig and start over.dang dang

              the goal was to add mods without major changes to the RK. from here on some of these will affect it.

    CC mods above RK-no smoke,stop burning coal<may not be needed>
,my precious<1.06 mod,used for CC fort,changes gold and silver to textile flag,does not stop RK buildings from functioning.>

    CC mods below RK-frontier<adds fort and indian parts>,marble quarry,stable<can be moved without causing crash,this will need another part to function>statue plus<decor options>,terraform,livestock trade mod<breed and trade horses>
   
     RED texture change mod- wood butcher.changes the stone modern look to  weathered wood.added above RK.
   
     tested before adding CC docks to narrow down which mod adds feathers.issues- no mod below the training camp shows leather icon to popup build menu.buildings do show leather once placed and cause no crash. statue plus mod is not workinig.no decoration toolbar.

      i was checking the inventory when the comp  kicked me out.no, i don't think it was game related. 1 blank tag,double diamond,gold and silver bars.no feathers yet.no domestic animals<this is probably the blank>,did add horse meat.

     mod order adjusments-move tipi and frontier mods up just below the RK and BS tool mod<above all the modder groups>,move statue plus above RK with the my precious mod.

TEST-leather icon not fixed.will try flipping the tipi below the frontier.still no decoration toolbar.i can move the statue plus above the RK TH patch.otherwise i need a 1.06 mod to bring the decoration toolbar spot. can make statues to trade only.no decorations. all attempts failed.

    crops    no double seeds,can grow strawberry,no blueberry,
   orchards   blueberry but adds late.   otherwise no CC seeds added.no changes to the RK. no maple trees.
   livestock    no horses except trade horses,does add leghorns for eggs.adds other trade animals.have beef cattle plus frieshman cows.
i do wish this gave just trade horses without the others.can slow down the livestock merchants cause they bring trade animals not edible animals.

       how many times did i reload the game so far? 15,20?

pic 1: CC mods added.note the build popup menu when scrolling over the toolbar has no leather.
pic 2: inventory check no feathers.2 flax and 2 diamonds. a couple double tags.
pic 3: RK seeds plus CC roots and KID veggys, plowed texture per seasonFX
pic 4: orchards test.added the bleuberry late to the alphabet.did not add any orchard fruits to crop fields
pic 5: livest5ock,no  edible horses,CC trade animal mod added leghorns and numerous trade livestock
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 06, 2019, 02:33:33 PM
RKEC blueberries are an orchard recipe.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Abandoned on February 06, 2019, 02:37:42 PM
Aren't those blueberries still in the greenhouses? , they are in the greenhouses from Garden Walls Utilities that I am using in Misty Meadows.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 06, 2019, 02:48:44 PM
i know.sometimes the mods would add other seeds.so far none have added any orchard fruits to the crop fields. only added roots and veggy seed. and trade animals and leghorns. i have tried to be super careful and not change the RK while adding mods. very slight changes so far.

     trying to do it slow and easy,hopefully it will make sence to any new players. did poit out some minor things and some conflicts like KID's honey

yes most of RED's crops can grow in greenhouses.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 06, 2019, 03:28:31 PM
a greenhouse is a building where you decide what is produced from thin air. you cannot ask a building with a model to call the crop list or the orchard list.
they are very very strict about those 2 list. we know so nothing about those. everything hidden and not sociable to us, modders.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Abandoned on February 06, 2019, 08:43:56 PM
Well, one can only hope that any new players will start with one major mod, or a few basic mods at a time and thus avoid all the problems with conflicts, crashes and load orders that we hear so much about.

Why keep using Kid's honey or the mod that is conflicting with it?  Maybe that mod could be changed to not conflict with Kid's honey.

I know how greenhouses work, I have 3 different one I am currently using in Misty Meadow. There are blueberries and strawberries.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 06, 2019, 08:59:46 PM
most of KID's mods work fine with honey.the gothic farm jam house code is different. placing it above the others fixes that issue. there isn't many problems.and i haven't changed anything of the RK yet.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 07, 2019, 06:57:56 AM
   RK TEST phase 4 add some of NECORA's mods

        after the computer kicked me out and i found my way back to where i was,i quit for the day. better off with my brain fresh.
there are 20 files left not moved over to the RK WinData folder. over 100 have been moved.so far there i haven't affected the RK much. the my precious mod is a 1.06 and changes those items to the textile flag,silver,gold,rough gems,and diamonds.the inventory shows double tags of gold and silver bars,1 set is the textile flag ,1 is the new flag.so not all bars can be used for construction.some of RED's buildings do require the new tagged bars.no major issues. the honey was known and is a simple fix.the dark texture for the training camp deco pieces can't be solved but is liveable.the rest of the mod functions and looks as it should.the blacksmith tool issue was solved.2 mods were dumped.the nordic houses that changed from red to wood texture.this didn't affect the cottages or TOM's barns.the statue plus was also dumped.evidently it needs a CC base mod to work.i think it will work with an older CC mod,not just the CC J.

      i will mention the dot icon issues.these happen off and on. i kow EB has tried to solve them.i never could solve the irrigation mods. sometimes moving 1 of the modder's mods up above their others does fix the dots. if you set KID's mods just right, you do get different icons than the "theme" wording. i prefer his toolbar with the words.TOM's mods don't use the community button.they place in the main toolbar.  old 1.06 mods will also work this way. when you overhaul a mod order,you do want to scroll thru the toolbars to check where things are and for the dots.

    i added mods below the RK that were sets or decorations.added the start mods that change some settings.minor changes like safety,no smoke,seasonFX. then moved the CC mods. most went below the RK. i did have a few bumps in the road.adding a few mods at a time helps narrow down glitches.there are less of them at once and it is easier to diagnose and solve.

    at this point,everything works.there are some minor glitches like the lack of leather icon to some build popup menus.

       i have to move KID's gothic farm addon mod above the RK. this solves the honey issue.all jam and mead should work then.i will add the CC dock mod to the bottom of the order.this mod will bring feathers for the survival coats.i can start a NECORA group.a few can be moved below the RK that won't affect things. empty square,riffle,Sherbrooke,and the maritime storage mod.

      CC dock added the feathers.there is linen clothing and linen clothes.feathers can be used by the Sherbrooke tailor with leather to make down coats. chickens will produce feathers in the pastures. i suppose it is possable that hunting ducks could bring in feathers. i don't hear a flock of docks so won't test it.
       i did see something odd. when did RED teach the bannies to swim?? the dock area is across a river and a bannie stored jam in the dock shed.he is not showing to be lost so  must have swam back across.
   
       CC stables  needs 1 of Necora's mods.this building is fed grain and produces the domestic animals.NECORA's Crystal Cliffs mod brings animal pens that require the doestic animals as a building material,rabbit,dair.chickens,and goat pens.this mod is like a farm addon for the Sherbrooke mod.this mod has to go above the RK for the merchants to bring domestic animals.the Crystal cliffs above RK,the CC stables below RK.any other configuration of these mods is known to have issues. some of the issues impacted the oat crops.this order does work without issue.
------------------------------------------------------------------------------------------------------------------------

       phase 4 finished. did not break anything or alter the RK severely.hardly scratched it. nobody can get the tar and feathers out yet.i am sure the modders are building a nice rubber room for me. hmm a rubber room is like a funny farm,place for crazy people so they don't hurt themself.game is playable and everything should work.

pic 1: CC dock set,
pic 2: jam test,
pic 3: Sherbrooke added,
pic 4 crystal cliffs and domestic animals works as well as the CC stables.note some need corn,some can use other gains.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 07, 2019, 08:00:24 AM
       phase 4 complete. 130 mods added.none upset or make any major changes to the RK CHOICE. any slight conflicts that could be have been solved.was only very few issues. granted having done mod orders over time,i have a good idea of where some issues will be. took a week and a half.some of the time was running the game with only the RK mod.
        does it all work? probably not. LOL you all thought i knew what i was doing,how can there be something wrong? i would need to play a full map and maybe several to be sure. i know the forget about orchard won't help RED's orchards produce fruit the 1st year.does it help some of them produce more the 2nd year?some of the fort parts from the CC frontier mod don't function. that is a problem with the mod not the mod order.

       the RK is a big mod.RED has put a lot of time into making and improving on it. he added some challenges and surprises with this version.there are many different start settings.you can start with 2 bannies,2 couples,different crops or livestock settings,as well as a huge list of terrains.


[Misc]
Description=RK 1.2 base setup with 130 mods||no pine mod ,no trapping,no KID FO mod.no wagonHO mod.
[Profile]
WheelbarrowBigger=1
stopcoalburn=1
CCNoSmoke=1
BlackLiquidRain=1
ProperTime=1
SafetyHole=1
Forgetaboutorchard=1
SeasonFX=1
banishedUImaps=1
MyPrecious=1
RKECtownhall=1
MaritimesCrystalCliffs=1
WoodButcher=1
KidGothicFarm=1
RKEditorChoiceEdition=1
unlimited=1
OneStopAllMining=1
BlacksmithTools=1
MiniBuildings=1
DebugMenu=1
CCFrontier=1
SmallTipi=1
EBMarkets=1
EBSVProduction=1
EBSVBeach=1
EBSVBeachLarge=1
EBSVBeachDeco=1
EBSVDecoResort=1
EBSVRockQuarry=1
EBMaterialsStore=1
EBTannery=1
EBLeatherWorks=1
EBFarmstand=1
EBFarmHouse=1
EBFarmHouseA=1
EBIrrigation=1
EBIrrigationDecoAddon=1
EBIrrigationNatural=1
EBStatueTrapper=1
EBStatuesOfHonour=1
EBStorageSet=1
EBSmallStorage=1
EBWinery=1
KidWorkPlaceVillage=1
ColonialHousing=1
KidColonialResource=1
NomadSignComplete=1
KidSomeBoats=1
KidBakeryGarden=1
KidGhostTownHouses=1
KidForestPonds=1
KidGHLightHouse=1
KidGhostTown=1
KidGothicFantasy=1
KidGrannyPark=1
KidHouseBoat=1
KidLogDepot=1
KidMedievalGrace=1
KidOldTown=1
KidPlimothHarmonized=1
KidPlimothPlantation=1
KidStorageCrates=1
KidStorageCarts=1
KidTinySeparate=1
KidTwilightHerbs=1
KidVegetableGarden=1
KidWildWest=1
KidWindSawmill=1
KidWoodenFort=1
KidOldTownPorts=1
KidYardCover=1
KidRowBusiness=1
KidRowHousing=1
BirchBarkCanoe=1
LargePort=1
MarketBBQ=1
MarketSoup=1
marketpuzzle=1
WashingMod=1
DecoPlants=1
Ketchup=1
ChooChoo=1
library=1
college=1
PlymouthHouse=1
OldHunterHut=1
CityRoads=1
TrainingCampMain=1
TrainingCampDeco=1
BradsSmokingShed=1
Charburner=1
Izba=1
FlyFishing=1
Hunting=1
NordicLogCabin=1
nordichouses=1
NordicSchool=1
NordicTannery=1
NordicHuntingCabin=1
DairyHut=1
Campfire=1
SmallWindmill=1
NordicWarehouse=1
RedCottage=1
TjurkoMill=1
CityButcher=1
DSFuelMarket=1
DSBlastFurnaceAdv=1
DSBridgeCrossing=1
DSStoneHovels=1
NewEngland=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
GrowRoots=1
zSoapiary=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
zMash=1
WaterAndOtherDecorations=1
LivestockForTrade=1
MarbleQuarry=1
Stable=1
Terraform=1
CCDocks=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
MaritimesSherbrooke=1


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 07, 2019, 09:58:34 AM
woah ! so many mods !
thats crazy :) my brain doesnt have enough RAM to understand and take up all this big list ^^
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 06:41:16 AM
                                         RK TEST   PHASE 5 changes to the RK

        i should have added the disclaimer when i started these tests. do this at your own risk. there is a risk, mainly to our sanity.most know by now i am half nutz.  the gremlins are known to attack and cause all kinds of chaos.so far i have kept them locked up.they get out when they want and cause trouble. they do like to eat brain cells and make our eyes work funny.i think they attack  the modders too.sometimes as the modders copy code over to upgrade a mod the gremlins mess with them. weird quirks or conflicts happen that were unintended by the modders. i have seen mods conflict with upgrades that worked with the previous version,even thou the modder didn't change that part of the code. if something happens and can't be solved, it is the gremlins.

       up til now i have only added to the mod.now i want to enhance it.it gets riskier. i don't want to negatively affect it. i could throw things at it and see what sticks. i am not that insane. doing that would let them gremlins loose.good luck. odds are the game would crash and it would take days to fight the gremlins.

         players have asked about the pine mod so i will make some attempts to add it.i have mentioned the climate.RED says he it is set to vanilla and he did not make any changes to it.  so i am safe to do anything to the climate.i have looked over several start terrains. some are harder for my eyes to see. some seem to have more or larger meadows than others. most likely this is the random map codes.in general the houses burn thatch only if it is bundled.there may be some modded exceptions. since RED added the flora oat and flax,i may as well add the bees.

add wild bees<adds TANDY's bee hives,these are collectable via many of KID's gatherers.might not be collected by laborers or all gatherers>

add KID's FO nat div version<if above RK,all houses except DS hovels will burn thatch-fodder without it being bundled>,the FO houses will need thatch-fodder to build. 

debug test: inventory has no blank tag,2 feathers.2 wild honey,fodder is tagged thatch,
     send gatherers out,mini,main,FO and a FO hunter.while they work,i click around the map to find beehives.i see no bees.what went wrong? could be the start setting.somethings only work on the right starts.this is a medium3 setting.the mod shows that it is loaded.everything else is working. hunter did bring in goose with no feathers.only feathers should be from pastures.

      did get bee hives on  medium start maps.they are hard to find.the hives hide under the trees.laborers do not collect the hives. they destroy them.

pic 1:while scrollig around the maps you will see odd glows.when zoomed in you find it is the log cutoff ends of logs. 
pic 2: KID FO nd mod,  houses will burn gathered thatch.
pic  thatch needed for the FO mod building construction.
pic 4:bee hives do work on medium start condition maps
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 06:44:30 AM

       KID's westwardHO wagons mod is next. this mod added above the RK will change the roaming bison to a more wild look.does not change the pastured bison.  i can't see inside the mod so i will add a note.this mod might alter the animal herds and affect the hunting.i suppose if someone wanted to take the time,they could clear all the trees and count the animal herds to see if there is more bison herds with this mod than without.this does not add or change start conditions. the westwardHO would change the starts.
1 drawback KID's bison don't make noise like RED's so they are harder to locate on the maps.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Discrepancy on February 08, 2019, 06:49:59 AM
Quote from: brads3 on February 08, 2019, 06:41:16 AM
..all houses except DS hovels will burn thatch-fodder without it being bundled...

so what is the thatch-fodder being stored as, or what is the limit assigned? .... (something flag) and Fuel ?.... I see I have the hovels coded as WoodFuel... i want them burning Firewood, and not smelly, toxic coal, charcoal, coke.

... we need to flag thatch as WoodFuel ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: kid1293 on February 08, 2019, 08:20:02 AM
It is actually the CC bison I have used.

Here is the PopulationBison.rsc file for comparison


// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = First;

// declare types that will be used
Description _descriptions
[
"population",
]
}

PopulationDescription population
{
String _name = "Bison Population";

// size of grid
int _cellSize = 12;
int _largeCellSize = 96;

// pathing info
PathBits _allowedPathing = Fast | Faster | Normal | Obstacle;
PathBits _disallowedPathing = Immovable | Unusable | Occasional;
bool _disallowZoneEntities = true;

// population
int _maxPopulationPerCell = 1;
int _populationIncreasePerMonth = 1;
int _populationDecreasePerHarvest = 1;

// if true, cell max array will be updated
bool _updateCells = true;

// type of herd that is displayed, if any
ComponentDescription _herd = "bisonHerd";
}

ComponentDescription bisonHerd
{
// how often to update
UpdatePriority _updatePriority = First;

// declare types that will be used
Description _descriptions
[
"herd",
]
}

HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalBison.rsc";
int _maxAnimals = 10;
int _minAnimals = 4;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 11.0;
}
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 08, 2019, 08:26:48 AM
when you change bisons... do you still have everything else ? bears, elks, docks, goose.......
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 09:00:49 AM
DS good question. it does change between construction and firewood flags. it stores in piles but there are some barns that will stoe it. i can't give you a definitive answere since i have added mods since a save point. your stone hovels do not burn gathered thatch. i have the hovels set to burn only firewood ,but am using the no burn coal mod. RED has the main vanilla chopper set to bundle thatch into firewood.

RED,yes i have all other wild animals.

KID,i have the westwardHo wagon not the westwardHO. so the game is not using the prairie start version. as far as i kniow it only changes the bison texture. was surprised it did that.

today is crash festival.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: kid1293 on February 08, 2019, 09:25:32 AM
Next time I use bison I will tell them to say MOO so you can find them :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 09:27:51 AM
LOL. RED's are loud. you can hear them. it actually did help with testing. i could hear them in the trees.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 08, 2019, 12:30:56 PM
Quote from: brads3 on February 08, 2019, 09:27:51 AM
LOL. RED's are loud. you can hear them. it actually did help with testing. i could hear them in the trees.

yeah, i noted on my to do list to lower the sound of the bisons ^^
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 01:20:41 PM
i didn't say the noise was bad. did you see the end of the log glows that i posted earlier?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 08, 2019, 01:41:58 PM
the log glows ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 08, 2019, 01:46:22 PM
when i scroll around the map i see weird glows.look birght when i scroll back in they are the cut ends of fallen  logs.
http://worldofbanished.com/index.php?action=dlattach;topic=2852.0;attach=35141;image

not a major issue.when i was looking for the bee hives or other items i do se them.they do stand out when scrolling over the edge of forests.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 08, 2019, 02:50:56 PM
oh that ? ... yeah maybe i should gray it a bit as time flies...
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 09, 2019, 05:26:46 AM
      mod order profile saved to this point,
           
            RK TEST phase 5 add Necora's pine mod<version 1.05>

            RK townhall patch is already in mod order above RK and addition mods.it is just beow the start condition mods.this patch was made for conflicts with the pine mod.without this mod clicking on any several RK buildings before built did cause crashes.they were buildable if you did not click on them and everything did work without other issues.

              this will take several tests.i will test this both ways, 1 below the RK,1 above.

i will try to add the pine mod to the RK,placing it with Necora's mod group below the RK. i am not adding any patches.this should add the pine mod foresters and buildings without affecting the start map. in theory there will be no chanterellas,no traps,no fiddleheads.basically it should only add half the pine mod.


atempt 2: pine mod version 1.04 copied over from backup file. use medium start original lake map. build nothing.turn speed up, let game run. if only has to run to spring.if it doesn't crash by then,i am safe.
crash #4.

    attempt 2 test with A&E start and 1.04 pine mod passed with no building.it did run into spring.
                     tested with gatherer start failed.

               crash,crash,crash, yippee. i could spend hours trying to fix this,quit ,and start again tomorrow.i could move the pine mod to just below the RK and retest it. then try adding the patches.what do know? crashes before the season change. the crash is internal, not building related at all. as i sat here thinking it thru,i did reload and let the game run without building or  sending the bannies to clear.
Necora tweaked the times on the spawning betwen these 2 versions.RED did changes to the trees.this RK CHOICE version has many changes to the gathering including addiong NEW FLORA items. i could search and probably find the old 1.06 banished version of the pine mod before the new flag upgrade to 1.07. i give it 50-50 odds on crashing then.

               
            the mod  only worked under ADAM and EVE start  using the 1.04 version of the pine mod.  in this case, the trapper will not work. the trap items will not spawn.

               below RK,the pine mod failed. the gremlins win today. i am surprised the mod didn't work after changing the start settings.that should have disabled most of the spawns from the pine mod.  the conflicts have to be deeper into the coding.so using the pine mod below the RK will not work.

     hopefully,today's tests will go better.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: kid1293 on February 09, 2019, 05:43:55 AM
'50-50 odds on crashing'

I think you are having fun  ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: Nilla on February 09, 2019, 06:02:31 AM
Quote from: kid1293 on February 09, 2019, 05:43:55 AM
I think you are having fun  ;D

I agree, I think he would be bored if everything would work smoothly with no crashes and no weird behaviour! ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 09, 2019, 07:37:21 AM
you have been away too long NILLA. i had the game working without issues. up until RED's new version of the RK.  i do wish the pine had worked under the RK.   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: RedKetchup on February 09, 2019, 07:46:14 AM
Quote from: brads3 on February 09, 2019, 07:37:21 AM
you have been away too long NILLA. i had the game working without issues. up until RED's new version of the RK.  i do wish the pine had worked under the RK.

you have most of the trees , more beautiful they were... added the cotton/flax/oats spawns... what do you want more ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 09, 2019, 08:22:21 AM
me....?  $$,land,new truck..... oh you mean the game. at the moment, nothing. since others ask about the pine, i did test it both ways. the bannies will live without maple syrup. i think the changes to the tree coding is why it crashed when below the RK. even if the pine loaded then, there wouldn't be trapping.   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 09, 2019, 08:24:17 AM
                               RK TEST add pine mod above RK 

        hopefully, this goes better than trying the mod below the RK. with the pine mod above the RK,it will make changes to the gathering and trees. again i will test the pine mod without the flax patch.

medium start works. i can see NECORA's trees.RED's pine trees are not appearing.inventory shows 2 flax,1 cranberry,1 eggs,and the other pine mod items are added. there is no crash.this way of adding the pine mod worked. RED's oat,flax,and firewood are loadng.TANDY's bees also loaded. without running this for many years,i can assume the traps will work.NECORA set some items to appear on a delay.

        now how much does this offset or alter the RK? the trees are changed. most of RED's code to the trees and growth will not load with this start.this gets tricky to explain. based on my unbderstanding, the game will add items.it won't change code lines that were wrote from a higher placed mod. so the game added RED's berry types but won't change the look of the cranberry from the higher placed pine mod.so it added flowers,fodder,firewood,and oats. but the gathering spawn and collection coding is primarily the pine mod.
this means many things that RED worked to improve are no longer working. it would take extensive tests to figure out exactly how much this affects gameplay. will the laborers now collect all items? what itemsl the pine and main gatherer collect? how is the balance of items,does 1 item appear more than others?

               the goal was to add the pine mod to the RK. adding below the RK would have done that,which failed. adding above the RK does change too much."based on my unbderstanding, the game will add items.it won't change code lines that were wrote from a higher placed mod." this is a players nightmare.since we can't see the codiing,we have to guess and figure things out with trial and error.mod "X" adds this,does it  have the codelines  for A,B,and C or just D? the only way to find out is put the mods together and play the map.

    i did open a few different starts and the pine mod trees work on all settings.   since this affects the RK too much,i will pull the pine mod back out.

                     phase 5 finished

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 10, 2019, 06:44:09 AM
                                               RK TEST phase 6 alter climate

         along the way,i have looked at the different terrains and noted the temps.i said the game is set 1000 miles south of what i prefer. i have a couple ways to attempt to change this. note not everything is foolproof.the game generally loads the higher mod 1st and adds the lower ones in order.normally, the coding of the higher mod can not be changed by a lower mod.since RED didn't change the climate, this codng can be affected by a lower placed mod.

           TEST nordic landscape mod below the RK. hope is to brighten some of the RK maps and add North climates. changes the deer to reindeer texture.north stone,rk copper and iron ores. this affects some terrains more than others.some maps are slightly brighter.the mini map menu does brighten even more than the terrains.

start climate mild north not vanilla mild.
              temperature drops 5-10 degrees f. lower this way. biggest difference is the summer temps.this will stunt the crops slowing down the growth rate.based on some quick tests,this will add a couple challenges to the game.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 11, 2019, 10:19:34 PM
  DS asked about the thatch flag.at the moment,it is totaling as firewood.it does store in the DS fuel market shed.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RK CHOICE testing
Post by: brads3 on February 11, 2019, 10:25:12 PM
 ran a short test with the nordic landscape mod

        snow stays longer and falls earlier.summer temp is about 10 degrees lower.the other seasons are around 5 degrees lower. overall the growing season is shorter,crops are planted later.i think some crops will show more drop off in production. crops with a long growing season will be affected like watermelons,cabbage, or carrots, short crops like strawberry,barley, or tomatoes won't be affected.i think it will affect orchards even more.

       i am content with this mod order and will use this.