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Red's new Work In Progress thread

Started by RedKetchup, November 19, 2017, 06:43:46 PM

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RedKetchup

Quote from: brads3 on December 11, 2017, 08:38:51 AM
RED,are you going to flag that to store everything or just what the bannies really use?? i would suggest doing 2 set ups at least. 1 where it stores more for production or mine areas.and 1 that is for city centers that stores food,clothing,firewood,and tools. you could make the production center store heavier on other items and lighter of food. so it might be 3 1 balanced of all items,1 for the city center,and 1 storing priority materials to be processed.

there will be stores that will focus more on production materials :) like was in NMT2.0

those exclusively focus on the bannies and their homes : edible foods: vegs, fruits, meat and grains; firewood, tools, and clothes only
oh and herbs.
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Gatherer

Any chance of a no-gridlines version?
There's never enough deco stuff!!!
Fiat panis.

RedKetchup

Quote from: Gatherer on December 11, 2017, 02:35:14 PM
Any chance of a no-gridlines version?

you will have the choice inside the same package.

Peak's Valley
Peak's Valley [Grid version]
Peak's Plain
Peak's Plain [Grid version]
Peak's Mountains
Peak's Mountains [Grid version]



for example.


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Gatherer

There's never enough deco stuff!!!
Fiat panis.

RedKetchup

Quote from: Gatherer on December 11, 2017, 04:04:04 PM
Great.

i am setting this tonight, the final setup of all terrains/starting conditions
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taniu


RedKetchup

i just added a "Lakes" version of the maps :) THANKS to @kralyerg  for the info settings of [CC]Lakes :)

Lakes will be offered as 3 different setups as the others:

Lakes
Peak's Lakes
Peak's Lakes [Grid version]
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RedKetchup

added a Very Large option of 640 tiles map ( same as CC, Thanks to @kralyerg  for all the help  ;) )
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RedKetchup

i also added Copper Ore resource in game :)
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DesoPL

Guess i gonna pull out CC for sometime.  ???

RedKetchup

nan, i try to add things, make more complex because most everyone want that
but also i try also to stay convenient and keep simple :)
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RedKetchup

hmmmm lovely !!

first 2 screenshot was a bad attempts.... wayyyyyyyyyyyyy too many spawns LOL my screen scrolling was giving lags lol

but changed numbers and gave exactly same numbers as the vanilla trees have and as you can see the 3rd screenshot reflect this
with this change i dont feel any hits or lags when i am scrolling around :)
i feel absolutely no difference with a normal game.
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brads3

with all that fodder,how is the food that is spawned at start? blueberry,,roots,herbs,etc?how does the game read the fodder? does it read as trees and affect anything in the next years reappearing if the fodder is or isn't harvested?does it regrow like trees? too many questions..

RedKetchup

Quote from: brads3 on December 14, 2017, 01:55:34 PM
with all that fodder,how is the food that is spawned at start? blueberry,,roots,herbs,etc?how does the game read the fodder? does it read as trees and affect anything in the next years reappearing if the fodder is or isn't harvested?does it regrow like trees? too many questions..

the trees will continue to spawn their fruit/vegs as before and will still have a chance to respawn themselves...
the grass will mostly spawn in open area (zone with almost no trees around) and will spawn flowers as before in GardenWalls mod and will still have a chance to respawn themselves...

yes game reconize and read fodder and if you cut it will spawn fodder resource. i would made it compatible with nat div (tatching) but i need their raw material file. fodder and tatch can be the exact same thing (just with a name changed at our screen) ...
but they didnt posted anything in the Laboratory section and didnt shared anything.
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brads3

did you try it with the nat div mod enabled and see?what caused the thatch and fodder goof before where with the thatch mod the fodder was all over maps?i rember having it happen but you 2 fixed it.