World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on March 11, 2019, 08:28:07 AM

Title: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 11, 2019, 08:28:07 AM
RK Editor Choice MOD Patch 1.3 FULL

http://worldofbanished.com/index.php?action=downloads;sa=view;down=543 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=543)


RK Editor Choice MOD Patch 1.3 FULL

First: I want to THANKS many people. @kralyerg for his support and all those assets he graciously gave me to complete this mod. Troy who graciously gave me all his animated animals which is making this mod, a superior polished awesome mod. I also want to thanks @Necora who gave me all his trees assets so i can edit and include in this mod. His trees made the forests so beautiful. I also want to thanks @Bartender for his moving water code and transparent windows code. I want to thanks all the modders here on WOB who are doing astonishing work: @kid1293, @Discrepancy, @embx61, and the new generation of modders who are coming along nicely.


RK Editor Choice MOD Patch 1.3 FULL
RKEC 1.3 want to be a complete overwhelming theme mod. It is started as a megamod pack of my own things... but i decided midway to make a theme mod from it so i didnt included everything i did, but i made tons of new things i never made before. This result is awesome. There is nobody in the world that can say this mod is ugly and not beautiful. ^^

Secundo: This mod got over 1,000-2,000 hrs of work inside. I worked on this since over a year. So please considare to maybe give a little if you think this mod, and all the work i've done worth it! This mod is totally free, as all my work. So if you want to give a bit.... it will be greatly appreciated :)

> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal . (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=PAEGKKGRNPSZ8&lc=CA&currency_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted)

WIKI: RK Editor Choice MOD Patch 1.3 FULL

This Mod is divided in few categories: Map Generation, Basic vanilla toolbars, Community Icon / RK toolbars. And of course some sub categories like Wild Animals, Livestock, Crops and Orchards, new NMT Resource Chains, NMT Canals, NMT Dock and the new NMT Stone Dock, all Housing, and all Decorations.


Map Generation:
This mod offer 12 new ground Textures, 2 new type of maps, 1 new size of map. 11 new Starting Conditions. New forest trees. New meadows with grass and flowers. New wild Animals. New ore resources.

11 new Ground Textures: Out of vanilla ground texture, there are:
- Vanilla Original Ground texture but with No Dirt: The game usually set some dirt everywhere on the ground, the no dirt version doesnt set dirt. Also as a bonus, if you raise water beds, they will have the same ground color as the simple grass that lies on the ground.
- Peak's Valley ground texture: This is a more darker ground texture which reflect the type of ground we get inside a forest. It was first offered in Peaks' Valley mod.
- Pine Wood ground texture: This is similar to Peak's Valley but has a texture that is more common in pine wood forests. This is new with RKEC.
- Fresh Spring ground texture: This is a more bright grassy texture. It gives an alternate to the vanilla textures. This is new with RKEC.
- Lush Green ground texture: This is a grass texture with a tint a bit more emerald.  This is new with RKEC.
- Entangled ground texture: This is a dark and mysterious ground texture. This is new with RKEC.
- Misty ground texture: This is also a dark texture with some dead chestnut leaves lying on the ground. This is new with RKEC.
- Equinox ground texture: This is also a dark texture with some dead red maple leaves lying on the ground. This texture also use the vanilla dirt texture to turn it down a bit. This is new with RKEC.
- Sunny Autumn ground texture: This also use the same Equinox ground texture but doesnt use the vanilla dirt texture, making the set up much brighter. This is new with RKEC.
- Enchanted ground texture: This one one a much brighter version of the Entangled ground texture. This is new with RKEC.
- Woodland Meadow ground texture: This one is a grassy ground textures with some white flowers on it. This is new with RKEC.
- Efflorescence ground texture: This one is also a grassy ground texture similar to Woodland Meadows but a bit brighter and less white flowers. This is new with RKEC

2 new type of maps: This mod offer:
- Plains : This is a flat map with very few / non existant mountains. it can have some lakes (from 0-1 lakes for small map to 3-4 lakes for the huge map.)
- Lakes : This is a moderated semi mountain map with huge lakes taking a lot of space. it can have from 1-2 lakes for small map to 3-5 big lakes for the huge map.

1 new size of maps: This mod offer:
- Huge : This map has 640x640 tiles. (the original large one is 512x512). So for those who wanted a bigger map, he wil be served adequately.

11 new Starting Conditions: This mod offer from the hardest start possible Jack&Jill to the easy ones. Each Starting condition have their own challenge and start with their own amount of families/resources/buildings at start:
- Jack & Jill : A super hard game with only 1 family. No buildings at all. NO tools and NO Clothing, NO food, NO firewood, no building materials, no seeds, no livestock. Nothing.
- Adam & Eve : A standard very hard game with only 1 family. A Storage Cart, a Stockpile. 6 tools and 6 Clothing, 400 food, 90 firewood, no building materials, no seeds, no livestock.
- Genesis : A standard very hard game with only 2 family. A Storage Cart, a Stockpile. 12 tools and 12 Clothing, 800 food, 120 firewood, no building materials, no seeds, no livestock.
- Hard Alternate : An alternate of standard hard game with 4 families. A Storage Cart. 24 tools and 20 Clothing, 1200 food, 100 firewood, no building materials, 1 seed, no livestock.
- Shepherd : A medium game with 4 families. A Storage Cart, a Stockpile. 32 tools and 24 Clothing, 1600 food, 160 firewood, 100 logs, 50 stones, 30 iron, no seeds, 2 livestocks.
- Farmer : A medium game with 4 families. A Medium Barn, a Stockpile. 32 tools and 24 Clothing, 1600 food, 160 firewood, 100 logs, 50 stones, 30 iron, 3 crop seeds, no livestock.
- Gatherers : A medium game with 4 families. A Gatherer Hut, a Storage Cart, a Stockpile. 32 tools and 24 Clothing, 1600 food, 160 firewood, 80 logs, 40 stone, 30 iron,  no seeds, no livestock.
- Medium : A medium game with 5 families. A Storage Barn, a Stockpile. 40 tools and 30 Clothing, 1800 food, 200 firewood, 120 logs, 60 stone, 40 iron,  2 crop seeds, 1 orchard seed, no livestock.
- Medium 2 : A medium game with 5 families. A Storage Barn, a Stockpile. 40 tools and 30 Clothing, 1800 food, 200 firewood, 120 logs, 60 stone, 40 iron,  1 crop seed, 1 orchard seed, 1 livestock.
- Medium 3 : A medium game with 5 families. A Storage Barn, a Stockpile. 40 tools and 30 Clothing, 1800 food, 200 firewood, 120 logs, 60 stone, 40 iron,  2 crop seeds, 0 orchard seed, 1 livestock.
- Medium 4 : A medium game with 5 families. A Storage Barn, a Stockpile. 40 tools and 30 Clothing, 1800 food, 200 firewood, 120 logs, 60 stone, 40 iron,  0 crop seed, 2 orchard seeds, 1 livestock.


New forest trees: This mod adds a lot of new trees. The game is nice with those 3 trees (pine, birch, oak) but this mod enhances the forest very nicely, adding 6 new type of trees. All trees now also spawn deadwood which are fallen trees and can be harvested as firewood. Trees wont spawn the new wild food though, only the regular ones.
- Copper Beeches : This is a big tree with brown / copper leaves. This is a tree that lose its leaves through the winter. There are 2 models of copper beeches, one more taller than the other.
- Fir : This is an alternated evergreen tree. There is only 1 model of fir.
- Maples: This is a tree that lose its leaves through winters. There are 6 different models with changes of models and changes of color of the leaves.
- Spruces: This is an evergreen tree. It offer more evergreen varieties. There are 4 different models.
- White Pines: This is also an evergreen tree which is more taller than other trees. There are 3 different models.
- Sweetgums: This is similar to maple, they lose leaves in winter. They are sightly different. They have 3 different models.


New meadows with grass and flowers. At the map generation, grass and flowers will also spawn, providing some very nice meadows areas. Grass and Flowers are very important to this mod.
- New Grass: The new grass is the base of the new meadows. It offer another kind of area. The grass will give fodder-thatch resources which is used to build some buildings and also it can be turned into firebundles (considerated as firewood). The grass objects will spawn flowers only.
- New Flowers: These flowers are very beautiful and will give your game another dimension. Flowers are very important in this game, Flowers spawn tons of new wild food. (cranberries, blackberries, mulberries, strawberries, raspberries, bird nests, and seedlings). The flowers can be harvested and transformed at perfumery and apothecary.
- 2 More Flowers: You will also see 2 more flowers, blue ones and white ones. They are wild Flax bushes and wild Cotton bushes.


7 New wild Animals. At the map generation, the game will spawn a lot new animals to be hunted, not just deers. New Elks, Bears, Boars, Ducks, Geese, Bisons, and Pheasants packs will also spawn. All the new animated animal are graciously provided by Troy, an awesome and generous talented person.
- Elks : when hunted by hunters, they will give venison meat and leather as deer. They offer a nice change.
- Bears : when hunted by hunters, they will give bear meat, fur and leather.
- Boars : when hunted by hunters, they will give boar meat and leather.
- Ducks : when hunted by hunters, they will give duck meat only.
- Geese : when hunted by hunters, they will give goose meat only.
- Bisons : when hunted by hunters, they will give bison meat and double quantities of leather.
- Pheasants : when hunted by hunters, they will give pheasant meat only.

New ore resources: First, the iron now is iron ore.  When you will harvest the iron veins now, you will get iron ore. Those need to be smelt in order to get iron. The map generator will also spawn new veins : Copper, Silver and Gold. Although silver and gold are very very rare, copper will be a bit more common.
- Iron veins : Now iron veins are harvested as iron ore, it is providing some kind of challenge. It needs to be smelt in order to get the traditional iron. Blacksmiths and Foundry will take care of that.
- Copper veins : Copper is a less common veins which will be harvested as copper ore. Blacksmiths and Foundry will take care of smelting those into copper.
- Gold and Silver veins : Those are very rare spawns and are very valuable. it can be used to make the most expansive trade items. Foundry will take care to smelt those.


Basic Vanilla Toolbars:
All, almost everything inside the vanilla toolbars have been remade and redesigned. Sometime is just the models, sometime the footprint sizes have been modified. The only thing i didnt edited are the vanilla roads and Wood Bridge. The old big vanilla mine and big vanilla quarry have their models intact, but they are now renewable. Of course, i changed nothing inside the Tools and Reports toolbar.

Vanilla Housing Toolbar:
- Wood House : ALL the different models of the wood houses have been completly redone. Size: 4x5 tiles. Cost: 16 logs, 8 stone. Residence: 5 citizens. Heat EFF%: 60. Models: 6.
Press F to change models. Can be upgraded to Stone House.
- Stone House : ALL the different models of the stone houses have been completly redone. Size: 4x5 tiles. Cost: 24 logs, 40 stone, 10 iron. Residence: 5 citizens. Heat EFF%: 90. Models: 6.  Press F to change models.
- Boarding House : I redid completly the Boarding House model.  Size: 14x7 tiles. Cost: 52 lumber, 46 stone, 16 glass. Residence: 5 appartments of 5 citizens each. Heat EFF%: 70. only 1 model. The size and the appartments have stay as they were, only the Cost has changed and the model.

Vanilla Road Toolbar:
I didn't edited this toolbar. All my new bridges and roads are in the [RK] Icon. I did made sure though we can overwrite the vanilla roads by my new ones.
- Dirt Road : Dirt road stayed the same, only its hierarchy has changed to allow all new roads being able to overwrite the dirt road.
- Stone Road : Stone road stayed the same, only its hierarchy has changed to allow all new roads being able to overwrite the stone road.
- Wood Bridge : The Wood Bridge stayed the same and i don't edited it at all. Same look, same costs.

Vanilla Storage Toolbar:
- Storage Barn : The model of the Storage Barn has been changed. Some of the numbers have changed: A Normal Barn is used to store goods such as food, clothes, textiles, and tools. Size: 5x8. Cost: 48 logs, 16 stone. Capacity: 10000 weight. Accept: Edibles, Tool, Herbs, Clothing, Textile, Grain, Vegetable, Fruit, Protein, Crafted, Forged, Fabrics, Precious, Misc.
- Stockpile : The model of the stockpile has changed of texture. Some of the numbers have changed: Size: from 1x1 to 20x20. Capacity: 250 weight per tiles. Accept: Fuel, Stone, Logs, Iron, Minerals, Materials, Industrial, Construction.
- Market : The model of the market has been remade. Kept same size and look, but is more fresh and beautiful: Size: 14x14. Cost: 48 lumber, 52 stone, 32 iron. Capacity: 15000 weight. Radius: 48 tiles. Storage: Edible, Fuel, Tool, Health, Clothing. Employment: 1-25 vendors. Tips: One of the best to provide goods to citizen homes. It only hold citizens goods now, no raw materials.
- Trading Post : The model of the has been remade. some numbers may have changed like the cost and the capacity. Merchants: Access to all merchants, only the Resources Merchant can sell things from the custom new flags. They all will accept to buy those though: Size: 11x12. Cost: 64 lumber, 12 logs, 48 stone, 16 iron. Capacity: 60000 weight. Employment: 1-20 traders. Tips: The resources merchant and the livestock/seeder merchants dont accept food or herbs as same as before mods.
- TP Livestock & Seeds : This new Icon offer a smaller, cheaper Trading Post. It doesnt have all the merchants a traditional TP has. Merchants:  only the Livestock and Seeder will come to this smaller Trading Post. : Size: 8x11. Cost: 48 logs, 32 stone, 12 iron. Capacity: 30000 weight. Employment: 1-10 traders. Tips: They all will accept to buy all new Flags and resources but dont accept food or herbs as same as before mods though.

Vanilla Food Production Toolbar:
- Crops : The texture of the crops has been changed for a more brown darker texture.  You can now make them bigger. The autopickup icon has been enabled allowing laborers to pickup food instead to have farmer going up and down to empty. Size: 4x4 to 25x25. Cost: Nothing but need crop seeds.
- Orchards : The texture of the orchards has been changed for a more adapted texture. You can now make them bigger. The autopickup icon has been enabled allowing laborers to pickup food instead to have farmer going up and down to empty. Size: 4x4 to 25x25. Cost: Nothing but need orchard seeds.
- Pastures : The model of the pasture has been changed. you can now make them bigger. Size: 7x7 to 30x30. Cost: 1 log per tile. Tips: it is always better to buy livestock with a minimum quantity of 2 animals. More is better overall because the faster it is full, faster you will get a better production.
- Fenceless Pastures : This is an alternate option which model wont have any fence all around. This fenceless pasture allow mountain side tiles. Size: 7x7 to 30x30. Cost: 1 fodder-thatch per tile. Tips: it is always better to buy livestock with a minimum quantity of 2 animals. More is better overall because the faster it is full, faster you will get a better production.
- Fishing Dock : The model of the Fishing Dock has been remade. Although i boosted the number of fish catched, this building will work as it was. Size: 4x9. Cost: 30 logs, 16 stone. Radius: 14 tiles. Employment: 1-4 fishermen. Tips: The production is always based on the pourcentage of water tile in its radius versus the number of land tiles. More water tiles is better.
- Hunting Cabin : The model of Hunting Cabin has been changed and its size has been altered. Now hunters have plenty of new animals to hunt ! Some give good amount, some give less good. it is random. to compensate i gave the permission to the cabin to get a kill every month instead of every 2 months. Size: 6x6. Cost: 34 logs, 12 stone. Employment: 1-4 hunters. Tips: This is totally false the rumor that an hunter cabin needs to be placed in a forest node. In fact, wild animals can also prefer open and watered zones. They often seen on shores.
- Gatherer Hut : The model of Gatherer Hut has been changed. Gatherers are important and they had their resource list extended a lot. They will pickup all the new Wild Food added by RKEC but also all the food that will spawn in the new Orchard Lodges zones. Size: 5x6. Cost: 30 logs, 12 stone. Employment: 1-4 gatherers.

Vanilla Resources Toolbar:
I added a couple of icons in there, the most significant one is the Lumbermill. Lumber is very very important in RKEC and also lumber saves trees ! Did you know if you convert logs into lumber and build lumber housing you will need only 3 trees to build an house ? 3 trees (laborers educated).
- WoodCutter : The model of the wood cutter has been changed. Woodcutter is a workplace where firewood is made. Size: 6x7. Cost: 24 logs, 8 stone. Employs 1-3 woodcutters. Tips: Requires 2 logs or 5 lumber or 5 fodder-thatch. Will create 5-8 firewood per job done. The menu by default is set to fodder-thatch because i want people notice that, you can this.
- Lumbermill : The lubermill is totally new and is an important part of RKEC. You need lumber almost everywhere. Your lumbermill can also make firewood if you need. Thats convenient. Lumbermill is used to make Lumber from Logs. Size: 5x6. Cost: 48 logs, 6 stone. Can make : Lumber, firewood. Employment: 1-3 woodcutters. Tips: The Lumbermill is an early settlement building, all tier 2+ buildings will require lumber. It can also make firewood if needed. Press F for alternate roof colors.
- Forester Lodge : The model of the forester lodge has been remade. Forester Lodge are the main logs production. Their job is to plant trees and harvest them once they are mature. Size: 5x6. Cost: 32 logs, 12 stone. Radius: 30 tiles. Employment: 1-4 foresters. Tips: always clearing its circle of all ores and stones is good. If you clear out all the grass, the grass wont spawn flowers and flowers wont spawn any new wild food. but after a while, when you are sure to have enough flowers, it is probably a good thing.
- Forester Lodge 2 : This icon allow you to plant only the new model of trees i added to this mod. The regular one cannot plant any of the new models of trees. This comes from the fact my new trees dont have the "falling to the ground" animations. So i had to make 2 different layers of trees. Forester Lodge can only plant 1 type of tree. This is the reason why you have 2 Forester Lodges. One for each set of trees.
- Herbalist Hut : The model of the herbalist hut has been remade. It is possible its size has been changed too. Herbalist in RKEC have more utility than previously. They can pickup Cotton and Flax from the wild cotton spawns and wild flax spawns.  Size: 5x6. Cost: 30 logs, 12 stone. Radius: 30 tiles. Employment: 1-2 herbalists. Tips: Since herbalist can pîckup some extra textile. Visit your tailor, he can do things with that!
- Blacksmith : The model of the blacksmith has been remade. RKEC doesnt spawn iron bars anymore but spawn iron ore. For the blacksmith it changed his abilities. Now blacksmiths can smelt iron ore and copper ore into Iron and Copper before using these to make tools. That add an extra step here to make tools. The Blacksmith had his menu expanded by a lot. At you to discover them. Smelting: Foundry is the best building to smelt those but your blacksmith can help you in wait. Size: 5x7. Cost: 32 logs, 36 stone, 30 iron. Employment: 1-2 blacksmiths. Tips: Uneducation is very bad here because the extra step to make tools at start so if you are struggling there, you know why.


<< WIKI: To be edited >>
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 11, 2019, 08:28:34 AM
<< WIKI: To be edited >>
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 11, 2019, 08:28:46 AM
<< WIKI: To be edited >>
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 11, 2019, 08:28:56 AM
<< WIKI: To be edited >>
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: xhelius on March 11, 2019, 09:54:13 AM
Hi, I'm new around here.  Does this play nicely with the Steam version or do I need to wait for a Steam specific version?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 11, 2019, 10:02:29 AM
Quote from: xhelius on March 11, 2019, 09:54:13 AM
Hi, I'm new around here.  Does this play nicely with the Steam version or do I need to wait for a Steam specific version?

steam is not updated yet.... soon in few hours...

STEAM Workshop has been UPDATED !!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: Jinxiewinxie on March 11, 2019, 10:49:42 AM
Hurray! THIS IS AWESOME!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: galensgranny on March 12, 2019, 12:06:27 AM
Can this be added to a saved game, or will it need a new game?  If it can be added to a saved game, would it mess up anything in a saved game?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: taniu on March 12, 2019, 03:36:54 AM
@ Redketchup ;D ;D ;D Thank you very much for the effort and hard work you put in these 3 segments "RK Editor Choice MOD Patch 1.3" I have not tested them yet - but they are definitely great and fantastic. I am sending you a modest gift. I would also like to thank all moderators @kralyerg, Toy, @Necora, @Bartender, @ kid1293, @Discrepancy, @ embx61 and a new generation of modders who helped @ RedKetchup - I drink for your health - for such wonderful people who still beautify the game and still they add great attractions. Respects :D
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: Jinxiewinxie on March 12, 2019, 05:35:52 AM
Oh Mr. Ketchup, this is just great! I haven't been working on my projects because I've been having so much fun with your update =) Thank you again for the base game texture rocks, they really help make it look like I'm preserving the natural map and encorporating my town into it instead of just looking as though the map was completely cleared XD
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 12, 2019, 07:40:12 AM
Quote from: galensgranny on March 12, 2019, 12:06:27 AM
Can this be added to a saved game, or will it need a new game?  If it can be added to a saved game, would it mess up anything in a saved game?

supposely 100% save compatible. i always do my best to make sure saves are always compatible !!

Quote from: taniu on March 12, 2019, 03:36:54 AM
@ Redketchup ;D ;D ;D Thank you very much for the effort and hard work you put in these 3 segments "RK Editor Choice MOD Patch 1.3" I have not tested them yet - but they are definitely great and fantastic. I am sending you a modest gift. I would also like to thank all moderators @kralyerg, Toy, @Necora, @Bartender, @ kid1293, @Discrepancy, @ embx61 and a new generation of modders who helped @ RedKetchup - I drink for your health - for such wonderful people who still beautify the game and still they add great attractions. Respects :D

Thanks you for the generous donation Taniu !!! Thanks you !!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: taniu on March 12, 2019, 02:24:44 PM
@RedKetchup  :D ;D ;D I am very happy . As a modest player, I can contribute to this game in some way - I have sympathy for this game - and thanks to many great moderators and their hard work on creating new mods - this game is so great, fantastic - I hope you will continue to create new fashions - although now this game is very attractive - I highly recommend this game - "Banished" for new players - you will not be disappointed - it is a peaceful game without violence and bloodshed - that's why beauty teaches us that our "Earth" - is the source of nature and so beautiful. Cheers 8)
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: pharaonkheops on March 14, 2019, 12:58:48 PM
just WAOW!
the most balanced "full overhaul" Banished's mod, really... new materials/products/building tiers (and beautiful ones) without getting too much. No headache trying to remember what is needed for that damn tier 57 building.
I love your work Ketchup. You even got a thought for the most insane among us... that Jack and Jill start is... OMG!... insane! ^^

Je te réitère ma proposition d'aide pour la trad... à charge pour toi de la publier bien sûr (le but n'est pas de te piquer la vedette... c'est avant tout que ça me soûle de devoir jouer en Anglais lol )
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 14, 2019, 07:34:44 PM
si tu veux les string tables :

you only translate the words and sentences that is between " apostrophe " at the right side of the file.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: pharaonkheops on March 15, 2019, 12:22:27 AM
Waow! C'est là qu'on voit tout le boulot que ça doit représenter!

Trois questions:
- est-ce que ça se suffit à soi-même ou il faut aussi la traduction française du jeu de base? (parce que dans ce cas-là, je veillerai à avoir une cohérence avec la trad de Dark)
- est-ce qu'il y a une limite pour la longueur des strings? (le Français est souvent plus long que l'Anglais)
- Comment est-ce que je compacte les fichiers pour pouvoir les tester?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 15, 2019, 11:31:11 AM
pas besoin de faire la traduction du jeu lui meme, il y a plein de trad fr du jeu ...

non il y a pas de limite pour longeur de stings mais , tu dois essayer que cela rentre dans la poignée de la fenetre ( title bar ) pour ne pas ecrire par dessus les "spinners"
pour tester, tu dois installer toolkit et faire les fichiers de base pour en faire un Mod. dans ton resources file, tu "call" les stringtables

ExternalList resource
{
   External _resources
   [

   "UI/RKEditorChoiceEditionStringTable.rsc",
   "UI/RKEditorChoiceEditionStringTable2.rsc",
   "UI/RKEditorChoiceEditionStringTable3.rsc",
   "UI/RKEditorChoiceEditionStringTable4.rsc",
   "UI/RKMinimizeStringTable.rsc",

   ]
}

comme tu as pu voir, il y a une centaine d'heure de travaille, si pas plus ^^
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: pharaonkheops on March 15, 2019, 12:53:53 PM
Oui, je suis super impressionné... parce que ces 4 fichiers-là, ça doit représenter une miette du boulot total.... tu es mon nouveau dieu ^^
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: tuggistar on March 16, 2019, 09:42:38 AM
RedKetchup Thanks for the new version of this wonderful mod. There is only one question about the size of the map. I only Have small, medium, large, CC very Large size of the map, and Huge size of the map I do not have.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: catmore11 on March 16, 2019, 12:29:40 PM
Thank you!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 16, 2019, 06:22:19 PM
Quote from: tuggistar on March 16, 2019, 09:42:38 AM
RedKetchup Thanks for the new version of this wonderful mod. There is only one question about the size of the map. I only Have small, medium, large, CC very Large size of the map, and Huge size of the map I do not have.

why do you say " CC very large size of the map " ? if you have CC on top, you cant get RKEC maps, if you have rkec on top, you cant get CC very large size....


RKEC has : Small 256x256, Medium 384x384, Large 512x512, Very Large maps 640x640.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: tuggistar on March 17, 2019, 03:22:24 AM
I Have RK Editor Choice on top, CC Below. I Have size of the map and climate from CC, the Rest is from RK Editor Choice. I just noticed it recently, but it's not scary. It is not necessary to Fix so quickly if that. I play mostly on Large Maps.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: talablaze on March 17, 2019, 05:08:57 PM
Quote from: RedKetchup on March 16, 2019, 06:22:19 PM
Quote from: tuggistar on March 16, 2019, 09:42:38 AM
RedKetchup Thanks for the new version of this wonderful mod. There is only one question about the size of the map. I only Have small, medium, large, CC very Large size of the map, and Huge size of the map I do not have.

why do you say " CC very large size of the map " ? if you have CC on top, you cant get RKEC maps, if you have rkec on top, you cant get CC very large size....


RKEC has : Small 256x256, Medium 384x384, Large 512x512, Very Large maps 640x640.

What tuggistar means is in the description of the various changes for your mod you list New Map Size as Huge, but the game list it as Very Large. That might cause some confusion for people looking for the map size in-game as Huge and not seeing Huge listed, but Very Large instead.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 17, 2019, 06:11:14 PM
oh thats possible... i need to verify...
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: pharaonkheops on March 18, 2019, 01:44:35 AM
Red, j'ai un petit souci. Je galère un peu pour gérer les caractères particuliers du Français (accents ) et les font etc...
Tu n'aurais pas un CharacterSet.rsc adapté au Français qui traine dans tes tiroirs?

Au fait, tu m'as donné un sacré fil à retordre avec tes *fruits/vegetables* lodges! C'est difficile à rendre en Français. Du coup, je me suis inspiré des Québéquois et de leur cabane à sucre et j'ai appelé ça "cabane à *fruit/légume* "
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 18, 2019, 01:31:02 PM
je n'ai jamais fait quelconque de traduction. j'ai vraiment pas de CaracterSet.rsc adapté à quoique ce soit :)
je ne sais pas quelque ce s'est.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: pharaonkheops on March 18, 2019, 02:27:09 PM
Darkcaribou, il intervient aussi sur ce forum?
C'est un peu le spécialiste de la trad française, il pourra sans doute m'aider un peu...
C'est ces foutus accents qui me font ch...

Edit: c'est bon, j'ai trouvé une ruse. Si je charge le mod de trad de Dark avec RKEC, ça résoud mes problèmes. Je vais pouvoir me remettre au vrai travail
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 18, 2019, 06:00:49 PM
Darkibou , longtemps que je ne l'ai pas vu sur les forums de Banished.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 20, 2019, 12:19:40 PM
1) Is there a way to put a cart on the docks?

2) It seems "silver" is no longer being collected by the "forged" cart. It still collects "Gold Bar" but not "Silver". Maybe if you rename it to "Silver Bar" then it will be collected?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 20, 2019, 12:25:31 PM
can you place a cart on the higher pieces and then build steps up to them? that should work. you can fake it by using EB's ghost carts for decoratioons.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 20, 2019, 12:36:28 PM
what do you mean "higher pieces"? I just began trying docks today so I'm not sure what "higher' might be referring to...
also accepting any other advice or things to watch out for about docks

in general I would like to put any regular building onto some platform I've built on the water, if there is a way to do that?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 20, 2019, 12:39:41 PM
the walkways are at water level so they are lower than the ground. this would leave a gap below the cart. there is a dock piece that is shoreline level. you could build EB's decor carts on that 1. i don't think you could build a RK storage cart over it.KID and EB have some decor crates and carts both.some i think function as storage, not as markets thou.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 20, 2019, 12:47:08 PM
Hm thanks. It's the cart (market?) functionality I wanted. I'm building stuff and they keep bring a few logs at a time so I wanted to build a log cart to bring a bunch of logs out there at once so it's more efficient. Sounds as though that cannot be accomplished?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 20, 2019, 12:55:30 PM
i think there is a marterial market included with the dock. it might just be storage.but there is a place for materials like  logs. there is also a dock log scavenger that floats logs to the docks.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 20, 2019, 01:31:50 PM
no the cart cannot be placed over a dock piece. a dock piece is a building even if only serves to allow walking... and a market cart is also a building.
it is the same way you cannot put a market on top of an house. only one building can occupy the same tile. of course, not talking about "ghosted" things. ghosts are decoration without real purpose.

i dont see why your vendor doesnt want to pickup silver. i often say silver bar to compare silver ore... because i am french ^^ in french, silver is "argent" and "argent" is also the same word for "money" so we tend to place bar at the end so in our french mind, we are talking a kind of metal that has been smelt into a bar and not money you have in your pocket. ^^

Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 20, 2019, 11:35:24 PM
I have a problem with Malt. I have General Stores, and Farmstands, and the Vendor will pickup Malt, drop it in the Farmstand, immediately pick it up and drop it in the Forest Barn immediately pick it up and take it to the Farmstand in a loop. This continues until the bannie is assigned to a different job, in which case they carry the malt with them, however its in a wheelbarrow that rotates as though the bannie is a wheel with spokes and the wheelbarrow sticks out 90o from a spoke. Looks very odd, unnatural, and painful, but mostly, is there a problem with the flagging such that malt is kindof a food but not really?
https://steamcommunity.com/sharedfiles/filedetails/?id=1688869037
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: Nirahiel on March 20, 2019, 11:48:42 PM
Oh, i might install this one, is it compatible with NMT canal and forester thingy ?
(Also French unite ! :D )
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 20, 2019, 11:55:02 PM
@donwolfkonecny  this very very old mod doesnt support the new resources flags. it should not exist anymore in your windata folder.
so thats normal. Malt is a non edible grain, those very old markets accept only edibles, not non-edible grain.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 21, 2019, 07:04:04 AM
Oh okay thanks. Can you tell me which mod has this old Malt house? I don't see in my list which one has the malt house.
And is there some kind of replacement or update?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 21, 2019, 07:30:31 AM
that is the stuck loop. a few old markets do this. the emporium,DS original market carts,and you found a 3rd mod. as RED said it does seem tha non-edile part os the cause.some sugar and maple sap can get stuck too.

@Nirahiel ,the RK CHOICE has the canals already included with it.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 21, 2019, 08:05:25 AM
which "genera store"?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 21, 2019, 08:24:15 AM
So I think you are saying the problem is with Smaller Vendor Buildings by Elfecutioner? That's too bad! I love my General Store with it's smaller footprint. And I love to place a Farmstand in my forest clusters.

Does anyone know working alternatives? I see RK has market puzzle, but that requires additional workers, also the General Goods piece took 132 of my available 270 tools, so it seems to not be functioning the way I would like.

brad do you use the standard marketplace or what? I don't recall, since markets don't seem to be a focus of your visual tours. Which admittedly, doesn't sound all that interesting, so I understand why! lol

It seems if the work is done on the structures, the flagging should be a simple mod but the guy doesn't seem to be updating it. Can someone adopt it? and update the flags?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 21, 2019, 08:52:05 AM
EB has a farmstand market. the mini mod does have a food market.EB also has small markets for tools.KID's market puzzle has a spot that brings tools and firewood. i have the old specialized marklet mod but haven't used it much. RED overrrides the old texture to the general store. when i have used the industrial market square i do use EB's farmstand with it to keep food moving. oh i use Slinks markets a lot since that set stores so many items. seems you found the problem is inedible foods.there are only a couple of them.you could make other ales and never see the issue.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 21, 2019, 01:14:40 PM
RKEC has a malt house, it is community icon => rk => rk resources => 2nd or 3rd icon to the left.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 21, 2019, 08:04:39 PM
Thanks for the tips brad. I can't use EBs stuff because I don't have an unRARer software on my machine. It should be zipped instead :(
I don't want to use the market puzzle because that will require about 4 vendors to provide the needs of a house. So you use Slinks markets? Can you link me to Slink's downloads? I've never heard of them.
RK do you really have no alternative to the gigantic market???

Oh and FWIW the 1.04 Smaller Vendor Buildings is live on Steam so that's why I was using it, guess not everything on Workshop is up to date. I'm going to guess that if someone abandons their project, it just sticks around forever and noone else can remove it or notate it?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: brads3 on March 21, 2019, 08:30:38 PM
http://worldofbanished.com/index.php?topic=542.msg14757#msg14757

http://worldofbanished.com/index.php?action=dlattach;topic=542.0;attach=5747

try it but not sure if it will handle the inedible food flag.the industrial market, i use a lot to move stone and logs.REd has a similar stone set for the new flags included in the RK. community button, RK, then barns.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 21, 2019, 08:51:27 PM
Quote from: donwolfkonecny on March 21, 2019, 08:04:39 PM

RK do you really have no alternative to the gigantic market???


there is a ton of market available. [RK] => [RK Storage] => [Markets]
the vanilla is 14x14. i made one lesser at 10x10 and then you have a grocery store [the icon marked with a "G"] which fit under multistory. then have corner Grocery store [in the corner icon] (which also fit under corner multistory) and then there are 2 docks market...

it would be very picky to think they all cost too much :P
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 21, 2019, 09:43:40 PM
I never tried your 10x10 market, I guess that's inbetween - I'd call it medium sized.
I do miss the little farmstand which I could place in my forest clusters.

RK I see you "edited" the smaller vendor buildings, if you could possibly find the time to update their flags, that would be fantastic.

True some other markets provide four food categories, but no other small markets provide domestic needs, namely 4 foods + clothing tools health fuel

Thank you for considering and thanks for all the fabulous mods you share! Love 'em!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 21, 2019, 10:17:10 PM
Quote from: donwolfkonecny on March 21, 2019, 09:43:40 PM
So I need a Grocery AND a General? I actually don't mind building them, but that means the townspeople will have to make two trips? True?

I was reading about "smaller vendor buildings" and it says RK edited it. Could you just update the flags so they are useable? In particular I guess so it accepts Inedible Food.


they will do 2 trips anyways to the same building. they will never go for food and take a tool before their tool is broken, or wont pickup food AND firewood in same time.
the game code set it : if need food => go get food. if need firewood => go get firewood.

i did provided the meshes to elfcusionner. it was something stolen from another game and put in download on 3D model websites for free. we got a warning from the group behind.... i think it was The Guild 2 game.
but even though i offered him the models rdy for banished, elfcutionner did his own code and made his mod. i never had that code in the hands.
let me see if i can get a little stand up quickly in a standalone.

tell me : how much weight should hold (vanilla market unmodded is : 10000 weight(for 14x14tiles=196tiles, 51 weight per tile), RKEC big market modified = 15000 weight. RKEC medium market is 12000 (for 10x10tiles=100tiles, 120 weight per tile). the little stand would be like 2x3 (3x3 with road in front)

and tell me what is the radius ? (vanilla 14x14 market has 45 tiles radius (RKEC version of it is 48 tiles)  the 10x10 market has 36 tiles radius. the other grocery building i talked have 36 tiles radius also.

and tell me what should be the cost to building it ? please don't suggest OP numbers and cost almost nothing. i am not fan of OP and free cost buildings.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 21, 2019, 11:12:38 PM
Hmm I never had to think like this! lol
um for a 3x3 how about 3000 weight? except mushrooms could really fill that up. How about 3500

um how about 18 radius?

cost um 30 wood 10 stone?
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 22, 2019, 02:11:45 AM
enjoy !!

http://worldofbanished.com/index.php?topic=2939.msg59310#msg59310 (http://worldofbanished.com/index.php?topic=2939.msg59310#msg59310)


let me know if any problems... btw it is a new building, no way it can replace the elfcutionner's one in a saved game. i placed the icon just next the vanilla market with an icon of a smaller market.
i found the mesh i provided him back in time, and i, at least, added some leaves to the trees which will swing with the wind, changing colors and disappearing in winter.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: galensgranny on March 22, 2019, 02:51:42 PM
Quote from: donwolfkonecny on March 21, 2019, 08:04:39 PM
Thanks for the tips brad. I can't use EBs stuff because I don't have an unRARer software on my machine. It should be zipped instead :(
I don't want to use the market puzzle because that will require about 4 vendors to provide the needs of a house. So you use Slinks markets? Can you link me to Slink's downloads? I've never heard of them.
RK do you really have no alternative to the gigantic market???

Oh and FWIW the 1.04 Smaller Vendor Buildings is live on Steam so that's why I was using it, guess not everything on Workshop is up to date. I'm going to guess that if someone abandons their project, it just sticks around forever and noone else can remove it or notate it?
@donwolfkonecny , I use 7-Zip to open RAR and Zip files.  It is a free download at https://www.7-zip.org/.  I hope you think about downloading it so you don't wind up limited about which mods to use.
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: donwolfkonecny on March 22, 2019, 11:26:53 PM

@donwolfkonecny , I use 7-Zip to open RAR and Zip files.  It is a free download at https://www.7-zip.org/.  I hope you think about downloading it so you don't wind up limited about which mods to use.

[/quote]
Thanks so much I will give that a try!
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 23, 2019, 11:05:50 AM
i just checked the Drifters Building and found an error. Thanks to a FB user who found the error.....

The Drifters really use the log limit but the spinner that is on the window is not the good one (food) so i edited the 2 drifters buildings and made shown the real good one as should be. (logs one)

we will get a 1.3.1 version tomorrow. (i've fixed a couple of other things too....) if there is something else to fix... please find it tonight LOL so i dont have to do a 1.3.2 after ^^
Title: Re: RK Editor Choice MOD Patch 1.3 FULL
Post by: RedKetchup on March 24, 2019, 11:49:25 AM
BTW guys, we should get a patch 1.3.1 tonight !
i fixed a couple of things like the limit on the Dock Drifters which should be log and not food...
i enhanced many menu tooltips on the windows of the buildings which create things...
i added a little food stand market with small capacity and small radius that is cheap to build.. (farmstand mod) i reduced to 2500 weight and 16 radius :)
i added + 1 charcoal to the steel/carbon tools recipe, it was way too cheap to make.
i fixed and replaced the blacksmith menu by default to smelt iron ore into iron so people can see the BS can smelt iron LOL
i probably made other things.... i dont remember presently ^^
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 24, 2019, 03:43:57 PM
Updated to FULL 1.3.1 (steam too has been updated)

march 24th, 2019
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 25, 2019, 10:34:21 AM
RED i know i am late. not a major issue. found the dock storage crates that you made for the wood docks,there arent any for the stone docks.was trying to find some decor crates or barrels to take up a wide spot to a stone walkway. KID crates are at ground level so set too high.

my hands are tired from all the shoveling i did today. ::)  wish you had made a water tile to match the canals,NECORA's water is different texture and a tad higher than banished water level.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: xhelius on March 25, 2019, 08:09:58 PM
Hi Red,

Just wanted to drop a note or two about what I'm seeing.  In my city at year 28 around 300 people suddenly tools quit being picked up by anyone leading to 0 tools available when I was pumping them out like crazy with 3 blacksmiths and 2 people in each.  Same thing for new buildings being cleared.  The cleared items are never picked up, so the buildings aren't being built.  Couldn't even get priority to work.  When using priority the citizens would clear, leave the stuff they cleared then the building never get's built.

Just letting you know. 
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 25, 2019, 09:24:25 PM
Quote from: xhelius on March 25, 2019, 08:09:58 PM
Hi Red,

Just wanted to drop a note or two about what I'm seeing.  In my city at year 28 around 300 people suddenly tools quit being picked up by anyone leading to 0 tools available when I was pumping them out like crazy with 3 blacksmiths and 2 people in each.  Same thing for new buildings being cleared.  The cleared items are never picked up, so the buildings aren't being built.  Couldn't even get priority to work.  When using priority the citizens would clear, leave the stuff they cleared then the building never get's built.

Just letting you know.

pretty sure this was cause you didnt got enough storage. you know market are not counting as storage even if they can go there because it is nearer, when the game check if storage available, they are disregarded from the count. both situation seems to discribe this event.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: xhelius on March 26, 2019, 02:20:18 AM
WHat I noticed was that 1 barn was 100% the others were sitting at 2% so there is plenty of room.  It's like only 1 is being used and rest aren't.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 26, 2019, 05:02:45 AM
cancel all the other clearirng jobs... also another question: the jobs to do ... it is far from any houses ?

can i have a save ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: xhelius on March 26, 2019, 02:26:07 PM
I believe I got it straightened out.  I had to cancel everything across the whole map.  I guess maybe I must have clicked to clear an area way on the other side of the map or something.

One quick question though.  What building uses Mountain Oysters?  I'm assuming a food building but haven't found it yet.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: fonale on March 26, 2019, 02:57:42 PM
Hi RK.
I can't drop gold and silver ore in the foundry.
Sad to ssssay, I can't forge my presciousssss...
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 26, 2019, 03:13:29 PM
Quote from: fonale on March 26, 2019, 02:57:42 PM
Hi RK.
I can't drop gold and silver ore in the foundry.
Sad to ssssay, I can't forge my presciousssss...

wait, wut ?
the citizens are taking silver or gold ore and go back and forth between the stockpile/barn and the foundry ?
he cannot drop it there and stuck to repeate the process ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: fonale on March 26, 2019, 03:28:02 PM
Yes, like the first one. Maybe something wrong with CC compatibility?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 26, 2019, 03:48:36 PM
oh thats possible, if you did put CC on top.

in rkec, silver ore and gold ore are minerals, like every other ores (copper iron)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: fonale on March 27, 2019, 03:08:29 AM
CC is below. I tried without CC but hadn't exit the game. I try again.

Ok, disabled CC, Improved mine and DS Tunnel mine.
Can't drop silver and gold in the foundry; silver even goes in the storage barn and not in the precious chart.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 27, 2019, 06:33:21 AM
what other mods are you using i know the my precious will change the limit flag of gold and silver ores.however, i did have the foundry working with the my precious mod above the RK. did you increase your mineral limit? if you forget to raise any limits, then the barns or piles won't store items. you would fill up on copper and iron ore.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 27, 2019, 08:18:54 AM
please @fonale give us a picture of your foundry window open, and a picture of the mods loaded in your save game


i sent a PM to Kralyerg (cc). will see what he will tell me.... maybe will end to make you a patch to put first in top that will change back those 2 ores to minerals. but i want to know what he will tell me first.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 27, 2019, 10:08:21 AM
I didnt got news from K yet.... but here! i made you a little patch you put first in your mod list. in your save game, you need to load the save, go in mod window, enable it at very top of the list , and let it reload.

in this screenshot, you will see my old 1.22 save loaded and i enabled the patch ontop of it and i didnt crash, should be game compatible.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: fonale on March 27, 2019, 02:36:38 PM
You are amazing!
My mods' list is really a mess and your patch fixes this problem ^^
I don't want to boring you with my list of mods scattered around, even if i can't put gold and silver in the precious cart.

@brads3: I've never heard about the my precious mod, but now I have to add this to the mess too!

Thank you.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 27, 2019, 05:28:05 PM
i go thru lists. sometimes i find a mod buried in them that i missed somehow.glad you have 1 problem solved.hopefully the rest of your mods work  without issues.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 27, 2019, 07:18:41 PM
Quote from: fonale on March 27, 2019, 02:36:38 PM
You are amazing!
My mods' list is really a mess and your patch fixes this problem ^^
I don't want to boring you with my list of mods scattered around, even if i can't put gold and silver in the precious cart.

Thank you.

nop, need to put a minerals cart there instead :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on March 28, 2019, 02:56:55 AM
I have a question about the dock town hall. The menu says that it attracts nomads but it´s been quite a long time since I build it and I haven´t seen one nomad yet. How does it work? Which other buildings does it need to attract nomads?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 28, 2019, 04:24:39 AM
the Dock Townhall needs the Dock Market, the Stone Dock Townhall needs nothing though
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on March 28, 2019, 07:49:35 AM
Hm. I have a dock market, still no nomads, maybe it just take longer.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 28, 2019, 08:40:43 AM
i did get nomads in one of my test maps, but it was the version before the stone docks.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 28, 2019, 12:39:50 PM
@Nirahiel  i started work on a canal. you can check out the way i layed it out.
  http://worldofbanished.com/index.php?topic=2938.0
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 28, 2019, 12:43:46 PM
Quote from: Nilla on March 28, 2019, 07:49:35 AM
Hm. I have a dock market, still no nomads, maybe it just take longer.

isnt your challenge map ?

cause i am at year 21 and still no nomads from my game, same seeds. i have the vanilla townhall and the trading post since a generation or 2.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on March 28, 2019, 05:25:46 PM
Sorry, I was wrong. I didn´t have the market. I thought I had because I thought I might need it but must have forgotten. Anyway, I upgraded the townhall to stone and it worked very well. Didn´t take all too long until first a few and later a lot of nomads arrived. (Since I wanted the game fast I also built 2 lighthouses, so I don´t lack nomads ;) )
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 28, 2019, 07:51:07 PM
i ve got my first nomads at year 23. there are a lot of land all around the map thats needs a bridge.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on March 29, 2019, 03:02:46 AM
My nomads arrived without problems with just one bridge to the mainland on the opposite side of the river.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on April 05, 2019, 08:50:11 AM
Red thank you so much for this mod. I love it and the upgrade to 1.3.1 is wonderful. I've sent a modest donation and hope to send more later on.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 05, 2019, 09:48:23 AM
Quote from: moonbelf on April 05, 2019, 08:50:11 AM
Red thank you so much for this mod. I love it and the upgrade to 1.3.1 is wonderful. I've sent a modest donation and hope to send more later on.

Thanks you !!
I hope you will enjoy RKEC long time :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 10, 2019, 08:41:48 AM
i found something on accident. someone mentioned bees and others mentioned the pine mod lite version. adding NECORA's  flora patch mod above the RK gives the new flora and pine mod items plus the RK CHOICE items. you DO NOT need the pine mod with this at all nor the new flora mod. all items were collected by laborers as they cleared land. this gives you beaver lodges and traps,fiddleheads,wild oats and wild honey,etc.  you still get RED's oats,flax,and all his berries. nothing was overpowered so the gathering overall was balanced as RED set it.

     you can add the pine mod 1.04 below the RK. the items will load to the map via the flora patch.DO NOT add the pine mod 1.05. that crashes.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on April 14, 2019, 09:46:35 AM
I've been using this new version and do love it. I added the DS Thomson Trade Merchants (and the required DS Jetty and Bridge) but no matter what order I put the mods list in, everything shows up red with conflicts. I only have RKEC 1.3.1 and the 2 DS mods, no other mods. I saw Xrobiie Gaming using both RKEC and DS Thomson Trade and DS Jetty in his youtube series Industrial. My question: will this be an issue with playing if mods are flagged as red/incompatible?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jinxiewinxie on April 14, 2019, 10:31:29 AM
Lots of mods use the Community Toolbar now (where you have one main button to take you to all the modders' individual toolbars), because of this, we all reference the same files. The red color in the mods list just tells you that mods use the same resources (the community toolbar for starters, maybe other files are also changed by two+ mods at once). Its usually just fine and absolutely intended since we all want to have our toolbars within the community toolbar nowadays =)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 14, 2019, 11:11:01 AM
red conflicts means nothing. don't worry about the conflicts, thats totally normal. we share the some of the same resources and toolbars :)
go ahead and look at this :

https://www.youtube.com/watch?v=49Fs8uTgTcw (https://www.youtube.com/watch?v=49Fs8uTgTcw)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on April 14, 2019, 11:18:06 AM
Thanks Jinxiewinxie for that info and thanks for the link Red. I did already see that and am up to his #4 in that series. I appreciate the confirmation that everything will be ok if I load all 3 mods. I assume I should have RKEC1.3.1 at the top of the list?

edit: LOL nvm I see the order in that youtube :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 14, 2019, 01:17:29 PM
have fun ! because Xrobii seems to have :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 15, 2019, 11:32:56 AM
I just started a new game with a new mix of mods, and my tailor will not work. They take the resources to the tailorshop, but then they go collect resources. Anyone got any ideas why?
THey put flax in the tailorey, or fur, but won't do any work. None of the mods seems to have anything to do with tailoring but maybe...
There are many mods so I don't feel like listing them all. Unless that is necessary...
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 15, 2019, 01:06:38 PM
did you hit the clothing limit?not all flax is the same. depending on the tailor, you may have to process to linen then to clothing. a pic of the tailor might help.otherwise it is odd that it would stock the materials but not use them.

    i don't mind looking thru the mod order list. general rule is put mods below the RK except mods that affect map starts such as an age mod or the rain and no smoke mods.note there are several exceptions to this.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 15, 2019, 01:33:32 PM
I finally noticed the tailor is carrying around the first batch of linen and there is zero linen in storage, as though they can't put it down, though I have a storage barn which I thought will hold anything?
I've had linen work previously so it must be a clash or old mod. It's wild flax, and the vanilla tailory, which have worked in a different game.
I tried changing the order of mods, because I was running tanys flax patch but I noticed NOT NewFlora, but trying to change the mod order crashed, so I have restart computer now.
Is there a way for me to print the list of mods to post here? Instead of typing them in?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 15, 2019, 02:00:23 PM
         linen should be flagged as fabric. RED has some markets for that.once you have a place to store it,i would experiment with some crates or a small shed to find another option.

        you can't swap mods out of a game.as you found,even adding a mod can be troublesome.can't change the start setup at all. generally only want to add a mod to the very bottom to a played map.

     when you say flax patch, is that the 1 NECORA made? flax is touchy with some many types. i can only use KID's flax garden to make flax for the workplace tailor.tried several different mod orders. i think "wild flax" also will work. that would give 2 or 3  flaxes being collected.RED's tailor uses a double process to make clothing from the flax.

    you can use the mod manager and save a profile page. i think: hit the "#" key to insert code ,and copy and paste the order in between. that makes a scrollable window for the mod order.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 15, 2019, 02:16:56 PM
i checked. linen will store in RED's shed and barns and KID's crates,. RED has a market cart that helps store it as well.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 15, 2019, 02:19:06 PM
I have a RK fabric cart near there, I was sort of hoping to get bannies to drop for example fabric into the fabric cart, (and logs into log car etc). Do you know if they will do that? They should, I think the carts are actually markets, and they will do that with food into markets. I also have storage crates nearby, they won't do it.

No it was the tany flax patch.
Do you think Beautiful World 1.04 is safe to use?
I was also using 175% food use.
Llammas and legalized marijuana, that never turns out well.
How about Natural Diversity?

Okay darnit, there is some mod conflict there. Whenever I have a mod conflict, the savefile looks different and cannot be loaded.
https://steamcommunity.com/profiles/76561198025509897/screenshots/

So I can't go back in to try to figure out what to avoid. Well I'll try again with a new game. Darn it, was happy with that game.

Oh except something else I noticed, the gatherer was only gathering the four vanilla forest foods - was NOT gathering firewood or flax. If that was part of the conflict then okay, but if it was a change made in the new release I'd like to know about that.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 15, 2019, 02:52:45 PM
ouch, i don't have steam. i would be lookinig for a work around to that problem.should be able to load a save from before.if you use the Nat div above the RK you knock out the animals and RED's work. i actually started to use Necora's new pine flora patch. that adds TANDY's items and traps as well as some other pine items.didm't upset the RK,so far has been well-balanced. the gatherers should get foods,the firewood  ishould be collected by either laborers or foresters.

   i had issues with thed beautifu world mod.it is obsolete anyhow with the changes RED has made with trees and terrains.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: MarkJerue on April 15, 2019, 03:16:42 PM
What a grand mod!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 15, 2019, 03:44:21 PM
Okay I turned off
Quote from: brads3 on April 10, 2019, 08:41:48 AM
i found something on accident. someone mentioned bees and others mentioned the pine mod lite version. adding NECORA's  flora patch mod above the RK gives the new flora and pine mod items plus the RK CHOICE items. you DO NOT need the pine mod with this at all nor the new flora mod. all items were collected by laborers as they cleared land. this gives you beaver lodges and traps,fiddleheads,wild oats and wild honey,etc.  you still get RED's oats,flax,and all his berries. nothing was overpowered so the gathering overall was balanced as RED set it.

     you can add the pine mod 1.04 below the RK. the items will load to the map via the flora patch.DO NOT add the pine mod 1.05. that crashes.

Where can I get pinemod 1.04? when I go to download new pine, it says file missing.
And, how do I get the most natural diversity. It sounds as though you are saying I don't need Natural Diversity? Or do I just need to be sure it is below RKEC. Is there any other food stuff to gather besides what is in RKEC and new pine? Per the conversation from 2 years ago, I don't support a "mega flora" mod because invariably there will one annoying thing in it I can't stand and would rather leave out. And I do support naming all berries "berries" etc. I don't understand why "wild oats" can't be same as "oats".
But most importantly how can I get pine 1.04 because the download from that page no longer works. http://worldofbanished.com/index.php?action=downloads;sa=view;down=304
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 15, 2019, 04:23:57 PM
the nat div is obsoleted by the RK.RED has an entire gathering system. it depends what you are trying to add to it. i was trying different mods to get a universal flax. was trying to get 1 flax that i could collect and use with KID's workplace tailor.my attempts failed,but i found that using the new flora mod by itself with no pine mod added stuff to the game.with it i have wild bees and honey. i also have Necora's traps and beaver lodges.all added to the items RED has included with the RK. actualy was done on  accident.

    the 1.04 pine mod would take a ot of searching. i happened to have a copy of it in a backup file.it gives the pine cabins and the fur and pelt tailor.otherwise the pelts are only good for trading.i have not tested the pine foresters with the RK yet. i am not sure if the whole mod will work yet.

list of gatherable items:http://worldofbanished.com/index.php?topic=2568.msg52982#msg52982
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 17, 2019, 12:23:02 PM
 
Quote from: brads3 on April 15, 2019, 02:00:23 PM
    you can use the mod manager and save a profile page. i think: hit the "#" key to insert code ,and copy and paste the order in between. that makes a scrollable window for the mod order.

What exactly is the "mod manager" do you mean when I go to "Mods"? I went there and press the "#" but nothing happens.

Now I'm having a conflict where smithy will not drop off charcoal at Blacksmith. I started a second game with what I thought were only decorations, and Maritime, but also have the problem. I tried RKEC alone and it works so must be another mod I don't suspect. Please help me display my list of mods for you to inspect
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 17, 2019, 12:56:40 PM
http://worldofbanished.com/index.php?topic=2602.msg57639#msg57639
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 17, 2019, 03:11:09 PM
thats for sure, when we try to mix great big mods.... the settings are optimal only for the 1st mod in the list...
everything else depends. depends of everything has been set before it can set its things.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 17, 2019, 03:42:04 PM
Okay here's my mods. Something is making the charcoal not drop off at Blacksmith. Any ideas? Otherwise I'll have to test it the long hard unfun way...
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 17, 2019, 05:27:10 PM
what pine set s that? the only 1 i kow that works is the 1.04 version. and even then it is below the RK.i couldn't even use the 1.05 at all. what other mod uses charcoal?  other than things that affect starts like the pasture ,seeds,and radius mods  woud move everything below the RK.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 17, 2019, 05:37:45 PM
It is Pine 105. 104 cannot be found anywhere.Can you host one in a virtual drive for me?
Not sure why it's called maritime, it doesn't seem much to do with sailors. Should be called Canadian.

I thought none of them use Charcoal, but I must be wrong. Okay I'll try loading more stuff but below RK.
If I want the max diversity of stuff so it looks the most rich, will I get any benefit from NaturalDiversity, NewFlora? I think you said there is nothing new from BeautifulWorld.

Heres a pic of blacksmith walking away from forge after unable to deliver charcoal
https://steamcommunity.com/sharedfiles/filedetails/?id=1715271236
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 17, 2019, 06:46:03 PM
you have the right idea with the mod order. i am surprised the 1.05 worked without crashing as soon as mine would spawn the items it crashed.you can try it below the RK and use the flora patch from Necora to spawn the items. this bypasses the trees that RED uses already. i want to test the foresters before i upload the pine 1.04 to WOB.

   i went thru your list. do you have enough computer to handle all of those big mods at once?  other than the North, obviously it is much different, all should work. i do think the charcoal issue is from  the pine mod.


TOP/ above RK

vbetter rain sound,radius<all,thou i don't think it mattters to them>no caol,
food requirement mods,UI maps,more stats,
tamrielic calendar,daylight cycle,translucent
hunters unleashed,
rock respawn,
in-edible  foods
legal marajuana,Llama,
pasture rebalance,
RK livestock mods if using to avoid fertilizers,otherwise they are included with RK,
hazel tree
tool maker plus

BELOW

CC mods,
KID's mods,hunting and other nordic mods,road mods,DS mods,EB mods,south africa mods,SLINK's makrets,decoration mods,RK addons,other individual mods


obsolete or not needed- pick me up,BW cattle,coloful fencing,banished plus,beautiful worlds,more terrain,old growth forests
nat div mods will offset REDs wild animals.you can use the nat div blow RK to get the thatch hut to plant thatch grass.grass works the same as fodder.NMT most was upgraded.

?'s- KID's grow hunt fish above if using his settings at start,otherwise below RK.
deer as ivestock shoud work below
tombstone<i think is obsoleted>

flax patch and New Flora-these can go above RK. i haven't seen the flax patch do much.always is an odd or extra flax.the new flora might give you bees but can it be collected by laborers? the new flora patch by Necora will give you all these plus traps.these can be collected by laborers.Necora coded it that way on purpose. any of these would go above the RK.

     i would put TOM's mods together right below the RK. with the age mods above the north and the others below it. if you use a nordic age mod with the RK,it will need to be above it.
----------------------------------------------------------------------------------------------

   1st thing i usually do is group the mods by modder.all TOm's together,KID's,RED's,etc.on my setuop i do have some that had to be moved above the RK like Necora's Crystal Cliffs mod. wouldn't work beow it.KID's gothic farm addon had to be above RK for the jam shop to use the honey. those are the only 2 that needed to be above it.
    on  mine the blacksmith tool mod,i have blow the RK but above the mini mod. using it above the RK stops the main BS from smelting iron from the iron ore.     
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on April 17, 2019, 11:01:54 PM
Fascinating. I was actually able to do extensive live modding. For example, without quitting, I enabled Pine above RK and let it reload and lo, they wound't drop off the charcoal. I then moved it below RK and let it refresh and lo, they resumed dropping it off. So yes it was Pine but the order seems to fix that. Thanks brad so much for the info!

I think flax patch is only relevant if you use tany Linen Production, in which case it then allows the flax to be used by the tailor. It seems that would also allow you to do what you wanted.

What are the traps you talked about? Are they something like Tom's trappers where you have to build the traps for them to use? Or you don't have to do anything and those weird speed-bumps appear in the woods?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 18, 2019, 08:16:29 AM
i am still surprised the pine 1.05 didn't crash. there is a possability that by loading it to a runniing map only part of the mod loaded. in which case the next start of  a map woud still crash. keep that in mind. you may have to manually add that mod to each game.

      the traps are hard to see. there are snare traps,fox holes,and beaver lodges the beaver lodges are easiest to see. the fox holes look like small green blobs. there are pics off and on in my blogs. my current map should have some beaver lodge pics early on. these traps produuce fur,pelts,and game. none of the items are over producing between all 3 mods.RED's balance is working. there is a trapper hut to collect these. the laborers also collect them.Necora trained them to not destroy traps and bird nests.before, they would clear the items but not colect anything from them.

     the difference of the 1.04 and 1.05 is the spawning. Necora adjusted how and when all the items appear on the map. he delayed many of them. you may not see some of the items for a few years. this part of the pine mod shouold be over rode by the RK with using the pine below it. the patches above the RK actualy do the spawning. by rights,using a pine mod below the RK none of the items woud spawn,without having the patch above the RK. i won't swear that the spawning of both is the same. i do assume it is.

       the other difference that we don't see is the tree codes. this difference  causes conflicts with RED's trees and causes the crashes. hence, why i need to test the foresters.  we can't see inside the coding to find the trigger to the crashes,but we have to find it so we avoid it.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 18, 2019, 08:47:35 AM
pics of pine items and traps. pic 2 has a beaver lodge and 2 snare traps near the quick hunter. look like sticks.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 18, 2019, 02:28:03 PM
@donwolfkonecny   started a new thread for posting to continue figuring out your mod order. @RedKetchup , you can move our posts over there to unclutter your pages.

http://worldofbanished.com/index.php?topic=2969.0
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 22, 2019, 08:11:43 PM
Quote from: inkpetal on April 22, 2019, 06:31:36 PM
Popping in to say thank you SO much for all the time and effort you've put into these mods.

thanks you !!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 26, 2019, 06:26:28 AM
RED the wood dock drift wood shows the limit as food but does function under the log limit.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 26, 2019, 09:20:14 AM
Quote from: brads3 on April 26, 2019, 06:26:28 AM
RED the wood dock drift wood shows the limit as food but does function under the log limit.


yeah thats something already fixed. it was not the good flag there, not the good spinner.
it will be in a next future 1.4 release.


but thanks you a lot to mention it :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jinxiewinxie on April 27, 2019, 07:09:27 AM
That's a lovely model, Mr. Ketchup! And neat functionality too! I've never noticed it in all my time! I'm not huge on dock buildings, so I haven't poked through all your menus but I love coming across new gems like this. RKEC is like, an easter egg hunt of beauty and neat-ness!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: gethane on April 29, 2019, 11:55:07 AM
What all is in the Misc Limit? I keep running out of fertilizer because it hits the Misc Limit but I don't know what other item is causing my limit to be hit.

thanks!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 29, 2019, 12:21:32 PM
flowers,reeds,feathers,seedlings,
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: gethane on April 29, 2019, 01:13:01 PM
Thank you!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 29, 2019, 01:39:09 PM
some of that depends on what mods you use. CC does bring the feathers and reeds. beeswax is misc also.i'm sure there is more.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: gethane on April 29, 2019, 02:17:44 PM
I posted in here as I'm running RKEC. Beeswax was the culprit I think!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 29, 2019, 02:23:51 PM
Quote from: gethane on April 29, 2019, 02:17:44 PM
I posted in here as I'm running RKEC. Beeswax was the culprit I think!

yeah beeswax is Misc Limit :)
i personally when i play, i put all limits but one, tools limit,  to 999,999 right at start of the game. it is totally useless for me to get pissed by limits all the time every 5 sec.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 30, 2019, 10:19:57 AM
has anyone ran an RK map farther than 20yrs? is the thatch still growing and spreading on the map? RED can we get a spawning chart? did you change it in the latest version or is the fodder-thatch still spawing from the flowers?

   thatch stopped growing and seems to be choked out from the flowers. i went back to the castle map and thatch was gone there as well.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 30, 2019, 10:32:44 AM
yeah i am trying to fix that in RKEC. i reduced life of flowers, and added a +% to grass spawn. i still need to play with the numbers.
the thing is playing a lot is the fact nothing is spawning the grass. trees dont spawn grass in RKEC (in MM yes). so when a grass patch die and couldnt replicated itself, auto respawn, the meadows die

i need to also play with the number of neighbors i allow to grass spawn. maybe it is too restrictive and rarely respawn itself.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on April 30, 2019, 10:50:15 AM
ok, thank you. i looked back at earlier maps and thatch did seem to mulitply and lasted past year 20. i did rememever you said it was spawned by flowers before.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on April 30, 2019, 12:43:40 PM
grass is spawning the flowers, not the flowers don't spawn the grass
Title: Re: Lumbermill plopping all over the place
Post by: donwolfkonecny on May 02, 2019, 09:00:16 AM
Hey Red, you know how the Lumbermill produces lumber out it's butt? What I mean is, it makes the lumber behind the lumber mill. Makes me think of a puppy, pooping where it's not supposed to!
I tried placing a Construction pile there hoping the lumber would land in the Construction pile but it does not use it, it skips anything in the way and leaves the lumber even further away from the lumber mill.
Is there a reason for this? Does it have to be this way?
It forces me to try to remember to leave a blank line for the lumber to go, which then makes other buildings and access not line up nicely. Otherwise the lumber ends up several buildings away, blocking roads etc. I would prefer the lumber collected in the lumber mill, not outside.
Can you make the lumber from the lumbermill appear inside the building squares, NOT outside?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 02, 2019, 09:07:48 AM
thats a problem with the dummys, if where the dummy is, if the tile is not available, it will send it to the next available tile around.
gonna check that.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 02, 2019, 09:22:31 AM
Thanks. I don't know what a dummy is, but I think it must be OUTside the building squares because if there are no buildings around at all, it still puts the lumber OUTside the building squares. Preferred would be inside the squares toward the front, similar to Woodcutter.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 02, 2019, 09:25:14 AM
Another building does that as well, a food processor, maybe the smoker or salter, one of them also drops processed food OUTside of the building squares. And I need to try (and fail) to remember to leave an extra blank line to avoid blocking the road, but I always forget, and even if I DO remember, it throws off the buildings arrangement because now one has to have an extra blank line. Thanks for trying to fix these! :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jinxiewinxie on May 02, 2019, 09:31:30 AM
Dummy refers to the "point" we specify in the game where something should exist or happen inside the model itself =) Like the point where something gets created from a building or where people work (like with the woodcutter, the little stumps the worker goes to each have a "dummy" telling the game where he should perform his work action). So the creation point in the model where Red tells the building to produce the lumber is called a dummy =)



Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 02, 2019, 07:25:18 PM
i fixed the lumbermill dummies for rkec 1.4
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 04, 2019, 09:11:41 AM
good morning. did you adjust what foods spawn with the different trees? i read somewhere that onions and roots spawn from some and fruits spawn from others. i was not able t o find that info when i searched. i believe it was on reddit. i ask cause it appears blueberries are spawning with fir trees.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 04, 2019, 09:26:48 AM
you cannot tell a fir is spawning this, a oak will spawn that and the birch will spawn that ... you cannot do that. it has nothing to do with the models. it has to do with the NaturalResourceFile.rsc. all the model in that file you will see them on the map and has nothing to do with the spawn seperately. everything in that NaturalResourceFile.rsc has a list of spawn at the bottom of the file.

RKEC has 2 layer of trees :

NaturalResourceTree.rsc and NaturalResourceTreeRK2.rsc

both has the same list of spawn:

SpawnDescription spawn
{
   Spawn _spawn
   [
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceHerb.rsc";
         float _minSpawnAge = 1.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceOnion.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceBlueberry.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceMushroom.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceRoot.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceRK3Ddeadwood.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceRKWildFlax.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceRKWildOats.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
      {
         ComponentDescription _naturalResource = "Template\NaturalResourceRKWildCotton.rsc";
         float _minSpawnAge = 0.1;
         float _maxSpawnAge = 100.0;
      }
   ]
}
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 04, 2019, 09:46:35 AM
i wish i could have found the post. it was interesting.maybe LUKE changed it or it is hard coded.from my memory birches gave better chance of fruits. why i was surprised to see the higher blueberry count. i do know there is a difference.onions aren't over productive now. much impoved from vanilla. :D
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 04, 2019, 11:06:38 AM
the problem with wild food versus crop food or orchard food come from a totally stupid idea from Luke.

crops use this :
RawMaterialDescription rawmaterial
{
   SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
   StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
   String _name = "Bean";
   String _nameSmall = "BeanSmall";
      
   int _lowCreateCount = 20;
   int _highCreateCount = 28;

   int _weight = 1;
   int _createChance = 4;
   
   RawMaterialFlags _flags = Edible | Vegetable;

   float _carryScale = 0.5;
}

the orchards use this:
RawMaterialDescription rawmaterial
{
   SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
   String _nameSmall = "AppleSmall";
   StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
   String _name = "Apple";
      
   int _lowCreateCount = 44;
   int _highCreateCount = 56;

   int _weight = 1;
   int _createChance = 1;
   
   RawMaterialFlags _flags = Edible | Fruit;

   float _carryScale = 0.5;
}

Wild food use this:
RawMaterialDescription rawmaterial
{
   SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
   StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
   String _name = "Onion";
   String _nameSmall = "OnionSmall";
      
   int _lowCreateCount = 16;
   int _highCreateCount = 24;
   int _weight = 1;
   int _createChance = 1;

   RawMaterialFlags _flags = Edible | Vegetable;

   float _carryScale = 0.66;
}


As you can see they all have different number and also a different int _createChance for crops. a = 4 means you will get a drop every 4 crop tiles. not every tiles, every spawn harvested with a int _createChance = 1 will give you a drop every tile or every spawn in the wood.
so when you try to make a crop with berries.... or orchards with berries, modders can change the numbers, can change the int _createChance number too.

so if from a mod, you get those numbers all messed up, you can get different of year output.

but no, a birch wont spawn more onions than oak or pine ^^
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 04, 2019, 11:17:03 AM
not only this int _createChance is a mess , but Luke also put it in the totally wrong files !!!
it is not in the RawMaterialBerry.rsc file it should be written : int _createChance !!! but it should be in the NaturalResourceBerry.rsc file.

that way you could have an original NaturalResourceBerry.rsc for wild food with int _createChance = 1 and have a 2nd one,
NaturalResourceBerryCrop.rsc with a int _createChance = 4

Luke put different rules and different numbers and balanced his game around those different rules instead to tell ok, everything will drop = 48 and balanced his game around this honest and intelligent rule.

so we try to do things according the rules, mistakes can be made when you search a parade.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 04, 2019, 12:45:46 PM
Can't you reset all the values?
What exactly is the problem, are you saying if you try to put a wild plant (berry) in a crop or orchard then it overproduces? That makes sense to me, I think that would happen in real life. I don't think anyone should do that. If they want a orchard berry then make a different berry so they can lower the production. I hope it could still produce as "berry" so that you don't have two types of berries.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 04, 2019, 01:32:59 PM
i am saying that maybe the number of berries in each drop (an amount of drops) can have been modified by your other mods placed on top of RKEC.
RKEC has the good numbers.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 04, 2019, 03:04:50 PM
Ah. Of course.
I agree, everything in RKEC is just terrific!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 08, 2019, 07:26:21 AM
good morning. the forests are thicker and regrow faster than before. it is hard to see through them.i'm past year 25.areas that i had cleared have already regrown.i am not using a dense forest mod. the bannies are collecting food welli can't tell if  the trees are affecting that. maybe if the thatch was still growing,the trees wouldn't take over so much. it is a hard juggle to find the balance. i just report what i see. i did notice there are a couple spots of meadow left. they are smaller, but i was surprised the trees haven't spread out thru them all yet.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jinxiewinxie on May 08, 2019, 07:46:41 AM
I love me some dense forest! That screenshot of it over in your Chunkerview blog is so pretty =)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 08, 2019, 07:49:39 AM
This is what I think I have observed and I wanted to know if RK think's this is true and what brad or anyone else has seen.
I think the trees spawn wild food, and herb, and cotton/flax (which I mention because they aren't food).
I think the thatch spawns flowers. RK says thatch spawns thatch but I don't really see that to be true - once you clear thatch, it does not spread back, at least not at any detectable rate, not like trees, at least. If you want thatch you have to build a thatch forester.
Thatch and flowers take up space that trees or food can occupy so...

If there is a meadow then (unless it's regrowing) it is because it is full of thatch and flowers, and no food. And no room for trees.
While the flowers are beautiful, they are not food.
If you want maximum wild food production for a gatherer, clear the herbs, thatch and flowers.
The herb is not useful for anything (since noone besides Tom uses happiness) including trade since you can't trade it for seeds or livestock or goods, only food, and usually I need food sooner than I can build a tradepost and spend the labor to collect, which means herbs can only be traded for food when food is no longer needed. I wish there was a mod that used happiness and happiness buildings.
The thatch and flowers are competing for space so if you clear them, then more trees grow, which will produce more food.
However, the trees will be so dense, as you say, that you can't see anything in them including animals to hunt. the exception is winter. Tom's "Hunt" is the most powerful tool in early game, and the dense trees negates it.
I wish I could have beautiful flowers without losing food, can we have flowers that spawn food??? Many meadow plants are food that do not grow under trees. Roots and onions do not grow under trees, and most herbs do not either.
Also I wonder whether trees and wild food compete for space? That means, do I need to cut trees to make room for food???
RK (or any modder, I still haven't figured out the basics of modding) I request flowers that make food so I can make beautiful flower meadows where a gatherer works. Instead of, as brad says, super-dense forests where I can't see anything (including the gatherer and foresters) so it may as well be a big black box on the screen.

I also think thatch should spawn the cotton and flax because they would naturally not grow in forests where there is no light, but would grow in fields or meadows, like herbs. Could also see them that way. I guess that means they would spawn from thatch.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 08, 2019, 10:19:49 AM
DON,you are close. RED has changed some things from prior versions. i have notes where he said the flowers spawned the berries.now the flowers spawn the textiles.my thatch died off without being cleared. the flowers do seem to continue to spawn. the foresters are still collecting flowers.so i can't say thatch spawns the flowers. RED keeps adjusting it and improving on it he laughed at us at 1 point ,cause the flowers gave berries. he did that to make us work to find where to place the gathering huts.

     it is a tuff job for modders to juggle and adjust things.the balance doesn't seem too bad.my bannies have been tight on food and did a lot of gathering each fall and winter they have survived well that way. there is no 1 food showing a huge surplus.i do have excess flax,but it isn't being used. i have less than 100 cotton. i personally prefere thatch to flowers,since my houses can burn it.flowers i trade.

    you can use TOM's Norseman mod to get the happiness controls.itis an 1 year age mod so can be added above the RK.you will need more alcohol sooner with that.

      if you can see thru trees in winter you are doing good i can't even run roads in wintertime. i can't say if the trees are too close or just growing too fast,or both. hard to judge. i think the thatch spreading out would c ut down on the trees how much that affects which food i don't know. if you are using the pine mod above the RK things can be different too. you should have mostly NECORA's trees.

       left of the maple forest is the pine south is all RK trees you can see the differences to the firs.this with the pine mod blow the RK.

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 08, 2019, 06:55:01 PM
trees spawn:  Herb Onion Blueberry Mushroom Root deadwood Flax Oats Cotton.
grass spawn: Flowers.
flowers spawn:  BirdNest Raspberry Strawberry Mulberry Cranberry Blackberry Seedlings.

sorry if i dont elaborate more than that tonight... not feeling super well.....
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 08, 2019, 08:01:38 PM
too rainy and cold here too.hope you feel better tomorrow.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: gethane on May 09, 2019, 12:09:04 PM
Has anyone had trouble with herbs in baskets gathered when clearing a build site? Sometimes one little herb basket will block a build site for years even when I have laborers, builders, barns, and herbalists. It's caused the death of livestock because I can't get a pasture done in time to get them out of the TP. I've started clearing all important build sites before laying down the building to avoid this herb problem.

I do have other mods in in addition to RKEC so it's possible that a conflict is causing this and not RKEC, but I figured it didn't hurt to ask.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: donwolfkonecny on May 09, 2019, 01:51:15 PM
Thank you RK that list was very helpful for me.

As for the death-causing basket of berries, that sounds quite odd, but I have had baskets persist longer than desired caused by: while they clearing the item I prioritize something else. Then everyone goes and does all that stuff and only comes back to clear the basket much later (though usually not YEARs later). This could be corrected by re-prioritizing the basket, or the building that it is blocking.
I think they also might not pick up a basket if there was no more storage room for food (sometimes they pick it up and drop it off by a full storage, not sure what determines which). I can also imagine if you only had room for food storage (which is possible to do with a "forester's storage" for example), and the basket was a non-food item such as flower, flax, seedlings, it would also be left there because there is no valid storage for it.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 09, 2019, 02:30:07 PM
weird things do happen like that now and then.not often ,thankfully. i had a map with dead spots that coudn't be cleared,built on or nohting.made it into a park of some sort.built around it. i did see something get stuck while trying to clear,might have been a test map. other players have had glitches where bannies or livestock ran off to a corner of the map for no reason.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 17, 2019, 07:05:22 AM
good morning,RED i am sending warm weather for a few days ginally we can feel better.my heat has been out for the last 3 wks or so with all this damp and cold. 

    i found an error in the blackberry orchard.have not seen it in any other crops so far. i hit the harvest button before fall. game crashed. reloaded back to spring. hit the harvest button to se if it would crash. didn't but i couldn't unclick it.it got stuck.  the orchard was never harvested.

     my plan is to lay out most of the crops and test them all with the nordic landscape climate. once i get them layed out,i will test and try harvesting all of them early to see if any others crash the game. that is a ways off but is the plan. chesnuts don't produce well with the colder climate ,but the rest are doing much better..
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 17, 2019, 02:23:34 PM
there is nothing in the blackberry files that can control and make crash an orchard. the orchard file is controlled by the orchard file. you probably hitting a game bug, and not a blackberry bug.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Tylanthia on May 17, 2019, 09:48:04 PM
Really beautiful mod. I love how pretty it makes the world, with the flowers, grass, and all the animals. The dock set is really nice too (never even knew I would enjoy farming cranberries lol).

I've been playing this with CC (below this mod) for a while and I did have one question: when I produce luxuries like ale/wine they seem to be stored in my barns and never make it to the taverns/inn and garden to be consumed... should it be working this way or am I doing something wrong? I seem to end up with a large amount in barns that never get consumed. Thanks for the help!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 18, 2019, 02:47:56 AM
it works that way, only the ale made at a specific tavern store the alcohol made by this tavern. mostly.
i suggest you to build an Ale Stand. it will act exactly the same as the tavern.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on May 18, 2019, 02:53:51 AM
They actually store the ale in the closest storage place. Be it Ale Stand or barn.
Place an Ale Stand between the production and the barn and it will work.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on May 20, 2019, 07:26:00 PM
@RedKetchup The lodges for fruit trees and tropical trees are shown as being in the Food category yet they don't provide any food, just logs and gatherings from the plantation. Granted they do provide a lot of logs but I was hoping for more from them. Shouldn't they be in the same category as other foresters or am I missing something here?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kralyerg on May 20, 2019, 07:39:06 PM
Quote from: moonbelf on May 20, 2019, 07:26:00 PM
@RedKetchup The lodges for fruit trees and tropical trees are shown as being in the Food category yet they don't provide any food,

The Forester plants the fruit trees.  When the tree matures, it spawns the Fruit on the ground.  You either need to tell them manually to pick up the fruit, or put a Gatherers Hut in the area, and the Gatherer will collect the fruits.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 20, 2019, 09:07:06 PM
Quote from: kralyerg on May 20, 2019, 07:39:06 PM
Quote from: moonbelf on May 20, 2019, 07:26:00 PM
@RedKetchup The lodges for fruit trees and tropical trees are shown as being in the Food category yet they don't provide any food,

The Forester plants the fruit trees.  When the tree matures, it spawns the Fruit on the ground.  You either need to tell them manually to pick up the fruit, or put a Gatherers Hut in the area, and the Gatherer will collect the fruits.

yup exactly what @kralyerg said : need a gatherer hut around so they can pickup the buckets of food that spawn around :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Artfactial on May 21, 2019, 04:53:50 AM
I haven't been able to find a definitive list of the new crops and orchards added by RKEC, is there one?
Reading about how exotic food like Atrichokes and Pineapples got to be delicacies in the 17/18th century really made want to try grow them.:)
Does the mod have Artichokes? I'm pretty sure I've seen Pineapples.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on May 21, 2019, 08:11:11 AM
@RedKetchup @kralyerg Thank you guys! That's what I was starting to wonder and will put a gatherer there to get those lovely buckets I see on the ground! :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 21, 2019, 08:14:00 AM
no artichoke but pineapple are there :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Mumsie333 on May 27, 2019, 02:30:26 PM
Thank you
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: henderre1209 on May 29, 2019, 06:23:18 PM
I am a HUGE fan of Banished and have begun watching the YouTube video playlists created by Iondis. Two videos in to her series on this mod and I just had to have it! Thank you SO much for your beautiful work and dedication to the game.  :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on May 29, 2019, 09:27:42 PM
thanks
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 31, 2019, 10:07:43 AM
pigs multiply slow.in 8 years they have only tripled the count.in RL pigs can have litters of 6 at a time.my pasture seems way behind. be a long time to get pork chops.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on May 31, 2019, 10:36:26 AM
I'd have to agree with what @brads3 said. I'm seeing the same thing. If you get pigs early enough then there's time before you have a butcher to have enough pork. If you don't get them early on it seems to take forever.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on May 31, 2019, 08:40:33 PM
I am really enjoying this mod-have played most of the day with it so still learning how it works.  I must compliment you on your textures and your animals, those pink pigs and the cows are just like the ones my hubby used to raise.  Are there any plans to add the NMT Forest Center?  I saw the barn but not the rest of the set.  Thank you for all your hard work and for sharing it with us.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 01, 2019, 02:08:30 AM
hello :)

all forest set has been implemented but not in same way ... only the standalone buildings are in : lumbermill, woodcutter took the model of the forest center, the gatherers, hunters, and herbalist too have took the forest center models. and the forest barn is back inside the RK storage toolbar.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on June 01, 2019, 07:44:53 AM
Thank you.  I thought I was probably overlooking them.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 01, 2019, 12:31:16 PM
Quote from: grammycat on June 01, 2019, 07:44:53 AM
Thank you.  I thought I was probably overlooking them.

you are very very welcome :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on June 01, 2019, 04:59:01 PM
@RedKetchup sorry to bother yu but did you have a chance to take a look at how slow pig farming is as brads3 and I mentioned? Any thoughts?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 02, 2019, 01:24:35 AM
oh i didnt checked yet....

checking...


Pigs:
AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialSwineMeat.rsc"
      //"Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 20;
   int _requiredArea = 16;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.5;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.15;
}

Cattle:
AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialBeef.rsc"
      "Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 5;
   int _requiredArea = 20;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.8;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.20;
}

i dunno... i check and compare those lines... and i would think it is even the opposite: pigs can have babies sooner than cattle. maybe he has a trouble with another mod ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on June 02, 2019, 05:34:43 AM
i am using the RK pig as liivestock above the RK. that way the pigs don't produce fertilizer.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 02, 2019, 09:20:26 AM
Quote from: brads3 on June 02, 2019, 05:34:43 AM
i am using the RK pig as liivestock above the RK. that way the pigs don't produce fertilizer.

ive gone to my folder pigs as livestock(no fertilizer) and checked the template there...

AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialSwineMeat.rsc"
      "Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 20;
   int _requiredArea = 16;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.5;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.15;
}

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: txniteowl on June 24, 2019, 07:03:22 PM
I was wondering which flatten terrain tool you used in RKEC or if it is available standalone? I'm taking a break from RKEC and trying The North and I could use a flatten terrain tool (unless I've totally missed it in the toolbars!).
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 24, 2019, 07:37:47 PM
i used the template from CC they had. it is not made stand alone cause there was many available on banishedinfo and steam i think
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: txniteowl on June 24, 2019, 07:57:32 PM
Thanks. I think banishedinfo is either down or abandoned, but I'll try one off steam.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on June 24, 2019, 10:40:03 PM
if you cant find... let me know

oh wait... i have one in my mod cleanup folder
(thats probably the one which was on banishedinfo)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 02, 2019, 12:15:30 PM
@RedKetchup it probably is buried someplace in this thread, but I'm lazy. What buildings do I need to bring nomads?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on July 02, 2019, 12:30:38 PM
you have choices.the light house and several town halls will bring nmads.all should bring nomads without needing any other building.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on July 02, 2019, 01:58:49 PM
Quote from: brads3 on July 02, 2019, 12:30:38 PM
you have choices.the light house and several town halls will bring nmads.all should bring nomads without needing any other building.

The dock town hall needs a dock market. The stone dock town hall doesn't. Page 5 of this thread as per @RedKetchup. Unless that's changed :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 02, 2019, 02:43:54 PM
LOL @RedKetchup Can your greenhouses be change to use Kid's GHF compost for @brads3   ;D  Thank you
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on July 02, 2019, 03:24:34 PM
MOON is right. i was going by the way it was intended.

ABANDONED,i do think a patch to make compost and fertilizer work the same would be the way to go. i wondered if it would confuse things since the clean shed makes fertilizer. what is your next plan? make KID's greenhouses use compost?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 02, 2019, 03:30:45 PM
Kid's greenhouse in GHF uses compost - fertilizer was added to the compost bin because you had too much fertilizer.  Perhaps you should use Kid's mods as they are intended.  Again, have RK make patch or change his greenhouse for you to use with his mod.  There is no confusing - cleaning shed produced fertilizer or plant debris both that can be used in the compost bin to make compost for Kid's greenhouse.  It is you who are again confusing things using RK's mod.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 02, 2019, 05:16:17 PM
Where is water stored?

eta: never mind, looks like general storage.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 02, 2019, 06:37:10 PM
What does the worker in the Lighthouse accomplish?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on July 02, 2019, 07:29:08 PM
Quote from: irrelevant on July 02, 2019, 06:37:10 PM
What does the worker in the Lighthouse accomplish?

Lights and maintains the fire at the top of the lighthouse to attract nomads :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on July 03, 2019, 02:19:16 AM
Nomads will arrive also without a worker. I think it´s simply a small nice "@RedKetchup thing"; you get the reward of seeing a burning fire, if you put a worker there, besides he does labourer´s work, so it´s really no big sacrifice.

Water is food without special category, stored where food is stored. It can/will be "eaten" but doesn´t contribute to health.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 03, 2019, 12:33:37 PM
Kid has everything if he wants to do the patch.
the light house worker is a free laborer with a "title". he only serves to light the fire at top, he will do permanently do laborer stuff all his life.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 04, 2019, 03:49:39 AM
Quote from: Nilla on July 03, 2019, 02:19:16 AM
Nomads will arrive also without a worker. I think it´s simply a small nice "@RedKetchup thing"; you get the reward of seeing a burning fire, if you put a worker there, besides he does labourer´s work, so it´s really no big sacrifice.

Water is food without special category, stored where food is stored. It can/will be "eaten" but doesn´t contribute to health.
Ah, ok, lighthouse-keeper for life it is then.

I see my bannies have squirreled about 20% of my water away in their homes. Fortunately there are plenty of other food items available so hopefully they will leave most of it alone. Meanwhile, I'll just keep pumping!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 04, 2019, 03:51:03 AM
Quote from: RedKetchup on July 03, 2019, 12:33:37 PM
The light house worker is a free laborer with a "title". he only serves to light the fire at top, he will do permanently do laborer stuff all his life.
I do like the fire, it's very nice. And I also like laborers.  ;D Thanks, @RedKetchup!
 
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 04, 2019, 01:02:51 PM
Am I the only one who thinks the thatch>firewood>charcoal chain may be slightly OP? With one thatch farmer, one chopper, and one charcoal burner, I have so much more fuel than I need (1700 charcoal, 550 firewood, 250 thatch). Also, great stacks of lumber and logs. At this point in a vanilla game (year 10) I would be desperate for a merchant boatload of logs, instead with one forester (two workers) and one lumbermill (one worker) I have 600+ logs and nearly 1000 lumber.

Also, the forest groups (gatherer, forester, hunter, herbalist) produce incredible amounts of all manner of stuff (thatch, flowers, cotton, flax, 10 kinds of wild food, meat, leather).

I'm certainly not complaining, because I'm having a great time ;D, and please don't take this as criticism because it is not, but for long-term play of this mod set, it's possible that I may wish for a greater challenge at some point in the future.

Would you consider making a second RKEC with somewhat lower outputs from the primary producers (foresters, gatherers, hunters, herbalists, fodder farmers)? 
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on July 04, 2019, 04:33:04 PM
Cut down on the number of people working in each building of your forest grouping if you want more of a challenge? Or did I misunderstand?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 04, 2019, 07:35:06 PM
you probably undertood too much the process :) most people dont get that efficiency.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on July 05, 2019, 04:01:55 AM
There are other challenges in RKED than basic survival. That part is easier than vanilla. Here I do agree with you @irrelevant. The challenge is on another level; to manage the logistic; in and output of all those production chains. That´s fun and challenging enough. You will see as you get there. :)

By the way; I don´t use thatch as fuel (maybe a little if I need to get rid of some). To me, as a citizen in a country with a lot of forests (like Banished land), it´s weird to burn grass with low energy content when you have trees. Have you ever burned grass in your fireplace?  ;) I use it to feed horses to get fertilizer to use in greenhouses. That´s my favourite way of producing basic food.  (even if it´s easier to get fertilizer from pigs and some other pasture animals)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 05, 2019, 05:06:50 AM
Quote from: RedKetchup on July 04, 2019, 07:35:06 PM
you probably undertood too much the process :) most people dont get that efficiency.
I'm sure that's it!  ;D

If I get too good, I suppose I can always vary some other conditions (harsh climate, mountains instead of valleys, no education). I'll just deal with it for now.  :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 05, 2019, 05:08:40 AM
Quote from: moonbelf on July 04, 2019, 04:33:04 PM
Cut down on the number of people working in each building of your forest grouping if you want more of a challenge? Or did I misunderstand?
Yes, using a single gatherer and a single forester per cabin (instead of the two I have been going with) is possible. But my main issue (thatch>firewood>charcoal) is not solvable this way, already just one worker/workplace.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 05, 2019, 05:11:58 AM
Quote from: Nilla on July 05, 2019, 04:01:55 AM
There are other challenges in RKED than basic survival. That part is easier than vanilla. Here I do agree with you @irrelevant. The challenge is on another level; to manage the logistic; in and output of all those production chains. That´s fun and challenging enough. You will see as you get there. :)

By the way; I don´t use thatch as fuel (maybe a little if I need to get rid of some). To me, as a citizen in a country with a lot of forests (like Banished land), it´s weird to burn grass with low energy content when you have trees. Have you ever burned grass in your fireplace?  ;) I use it to feed horses to get fertilizer to use in greenhouses. That´s my favourite way of producing basic food.  (even if it´s easier to get fertilizer from pigs and some other pasture animals)
You have a point, I am just scratching the surface on the advanced chains.

I could probably burn bundles of thatch in my wood stove, but that would seem....odd. ;) And I think I would be feeding that fire constantly.

When one builds a stable, I'm assuming one also needs to buy animals to put into it?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on July 05, 2019, 05:44:13 AM
No, you don´t need to buy any horses (at least as far as I remember) but you´ll need water and grass to feed them.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on July 05, 2019, 10:31:05 AM
Stables require nothing but fodder and water to produce fertilizer. Like Nilla says, no animals required.

Right now I have a town going with about 7 or 8 greenhouses and only 1 stable. The cattle I have produce plenty of fertilizer.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banishedsanni on July 05, 2019, 03:58:12 PM
Dear RK,

my game crashes when I am using MegaMod + RKEC. I also played around with load order, but with no success.
As most of the stuff from RKEC is implemented in MegaMod anyway (i think?), i maaaybeee could live without RKEC ...

... BUUUUUT ... im badly missing the deco stuff! That table with the 3 chairs and the benches ... I NEED EM! (!!!111oneoneeleven)

How to get both mods work together or is there a seperate mod to get the deco? (Searched for it, but couldnt find anything)

Love your work!
Sanni
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 06, 2019, 03:04:28 AM
Should work together but you dont want to choose a big map because megamod. this mod is so huge.
you will run out of memory. even with some computers with high amount of memory, the game cap is lower.

megamod for the moment does not comtain rkec.  next version of megamod.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: wiscoke on July 06, 2019, 06:22:00 AM
@banishedsanni how much ram do you have? I'm playing with megamod and the full rkec + mods from kid and discrepancy wich are not in the MM. no crashes for me. but I have 16gb of ram.

in my load order rkec is before MM

edit : my windata folder contains 7.84GB of mods and they are all loaded
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: wiscoke on July 06, 2019, 06:33:51 AM
@RedKetchup I remember reading somewhere that Luke removed the hard limit on how much memory was being used in 1.07 ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banishedsanni on July 07, 2019, 02:45:49 AM
@ wiscoke

I didnt play banished for a while and when i started again a few days ago, i encountered the mentioned problem. But now that I saw your post and checked my ram (16gb) I remebered that I played both mods together before my break and it worked fine. So I checked everything that could somehow be related to my CTD and found some abnormalities (dunno where they come from, i didnt change anything) in my Nvidia settings. I will now try RKEC and MM together again and will report, if this solved the problem for me.

EDIT: nope, still crashing :(
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: wiscoke on July 07, 2019, 03:47:10 AM
uninstall banished and do a reinstall. maybe some files are corrupt. do you have the steam version?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banishedsanni on July 07, 2019, 04:14:57 AM
I use steam version and i already reinstalled banished with no succes. I start to think of, that it is maybe the type of map I use - before my break, when I had no errors, I used different maps. This time I tried the plain maps... will check it (shouldnt cause the error right? but there are not much things that r different since last time it worked)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: wiscoke on July 07, 2019, 05:12:43 AM
do you only play with those 2 mods or do you have more?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 07, 2019, 05:50:45 AM
If I am not mistaken, a lot was added to RKEC in since earlier version - if you updated mod it may now be too big for your computer to handle with megamod also.  Try small map or RKEC alone.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banishedsanni on July 07, 2019, 09:34:40 AM
I use 19 mods and never playin a bigger map than medium.

Edit: Downloaded RKEC again (3. time) ... since then..no CTD while playing. Dont ask me why, because, as said, it worked before i took a break of 2 or 3 months and I did not change anything. Then, when I started playing again, I encountered the CTD , downloaded RKEC again, reinstalled Banished and so on... and now I just downloaded it again and... tadaa? Its like my computer or the internet had a hiccup. - I tested it till 74 bannies now without CTD.

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 07, 2019, 09:49:52 AM
 :) Good, I hope game continues without problem.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 07, 2019, 10:34:47 AM
sometimes weird thing can happends in Banished. it is rarely the mod... it is more kind of hickup from the game because not much we can do with mods
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on July 08, 2019, 04:26:04 PM
Hey @RedKetchup I've been looking at the items in the NMT Docks toolbars, and I have a question.

All of the structures have one or more aprons on them that look like the docks. But on some of them (the food producers) you have a warning to keep the front of the building free and to not use it as a walking dock.

Does this also apply to the buildings that don't have this warning? Houses, Markets, barns, school, etc., these all have "walkways" incorporated. Do these need to go adjacent to the walking docks, or do they serve as walking docks themselves?

I have never before made any docks using any mods.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 08, 2019, 10:07:38 PM
i built all the models the same way : the free space in front are not intented to be used as walkway. but certain building like house doesnt make drama with it.
the thing you need to remember, an item that spawn on a tile automatically block the path till a citizen grab it. housing doesnt spawn anything.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 20, 2019, 09:58:15 AM
but what you do the fact that iron is iron ore now and need to be processed..... ?
and the new flags ? new flags require townhall and trading post processing... still include the BS patterns ?

edit oh and herbalist that were gathering the flax/cotton ? and the gatherers gathering all the new food ? hunters killing new animals ?
there are tons of patterns linked to all the biomes.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 20, 2019, 10:45:46 AM
Quote from: 1 on July 20, 2019, 03:25:39 AM
@RedKetchup is it possible for you to consider release separate mod, just for your nature designs, with those different maps, flowers, animals and etc?


Do you want to test this ? RK Editor Choice 1.3.1 XtraLight version.


EDIT wait... sometihng wrong. i cannot put the new starting conditions cause it calls some buildings that doesnt exist anymore like medium and small barns..... unless i change the building in these....
edit 2 : looks like i only have to change the barn in Farmer starting condition.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 20, 2019, 11:09:20 AM
ok. want to test this ? should be bug free....

RK Editor Choice 1.3.1 XtraLight version : https://drive.google.com/file/d/1XX64jw9iNdosEMyYGJUUXHMW0fs-COOH/view?usp=sharing (https://drive.google.com/file/d/1XX64jw9iNdosEMyYGJUUXHMW0fs-COOH/view?usp=sharing)

only contains : biomes (ground, start cond, trees grass flowers food textiles, wild animals), new limits, all crops/orchards/ and livestocks, patterns for BS/Tailor/Gatherers/Herbalist.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banishedsanni on July 20, 2019, 01:18:16 PM
buhu! I want a light version with deco pieces or a deco mod!  :'(
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 20, 2019, 01:36:06 PM
Quote from: 1 on July 20, 2019, 12:56:01 PM
Nothing wrong in my test game. :)
Thank you again for making this so quick.
:) :) :)

no problem , it was something quick to do ( put some // in front of functions to disable them)


Quote from: banishedsanni on July 20, 2019, 01:18:16 PM
buhu! I want a light version with deco pieces or a deco mod!  :'(

sorry that i dont see the utility :) i know i didnt released everything as standalone :(
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Sparky_IE on July 21, 2019, 02:37:53 AM
I'm playing this Game for a week now, diving into mods for the first time. Thanks for making things easy.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on July 26, 2019, 07:26:50 AM
Mr.Ketchup, my granddaughter has been playing the extra light version you posted for testing on her laptop with no problems.  She loves it-especially the flowers and bears.  The only thing I can see is there's lots of fodder/thatch with no use except trade.  Would it be hard to do a patch to allow woodcutters to use it like in the full version?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on July 26, 2019, 08:47:24 AM
if you add KID's Forest Outpost Nat Div version anove the RK, houses will use the fodder as firewood. the mod does change some buildings to require thatch.the beekeeper,some pastures, and some of the other vanilla buildings. the fodder will die off after a few years with just the RK.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 26, 2019, 10:58:11 AM
Quote from: grammycat on July 26, 2019, 07:26:50 AM
Mr.Ketchup, my granddaughter has been playing the extra light version you posted for testing on her laptop with no problems.  She loves it-especially the flowers and bears.  The only thing I can see is there's lots of fodder/thatch with no use except trade.  Would it be hard to do a patch to allow woodcutters to use it like in the full version?

oh ya i maybe forgot the woodcutter recipes
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on July 26, 2019, 08:06:12 PM
Thank you brad-I'll do that right now.  Thank you Mr. Ketchup.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 28, 2019, 05:57:20 PM
Quote from: grammycat on July 26, 2019, 07:26:50 AM
Mr.Ketchup, my granddaughter has been playing the extra light version you posted for testing on her laptop with no problems.  She loves it-especially the flowers and bears.  The only thing I can see is there's lots of fodder/thatch with no use except trade.  Would it be hard to do a patch to allow woodcutters to use it like in the full version?


Here. (sorry for the delay... everything is slow here ^^)
RKEditorChoiceEdition XtraLight 1.3.1b.zip
https://drive.google.com/file/d/1-mEIXKqCd0YnGzsryQPSrS3Y_nwpbyYm/view?usp=sharing (https://drive.google.com/file/d/1-mEIXKqCd0YnGzsryQPSrS3Y_nwpbyYm/view?usp=sharing)

XtraLight 1.3.1b patch notes: Added the RKEC woodcutter recipes to the original building.
Enjoy :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on July 28, 2019, 09:56:02 PM
Thank you very much!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 28, 2019, 10:48:01 PM
Mr @RedKetchup Sorry to say the patch version does not work - the vanilla woodcutter now does not work at all.  The wood cutter goes back and forth from the stockpile with thatch but woodcutter menu shows nothing - no logs or thatch and it produces no firewood.  I tested twice, moving it near the top of the mod list for the second test.  Same results.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 29, 2019, 12:25:11 PM
oh ! i see. i just add the recipe but thatch is not common , misc flag? not sure. well gonna release 1.3.1c in few minutes
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 29, 2019, 12:31:11 PM
Quote from: Abandoned on July 28, 2019, 10:48:01 PM
Mr @RedKetchup Sorry to say the patch version does not work - the vanilla woodcutter now does not work at all.  The wood cutter goes back and forth from the stockpile with thatch but woodcutter menu shows nothing - no logs or thatch and it produces no firewood.  I tested twice, moving it near the top of the mod list for the second test.  Same results.


very sorry about that !

RKEditorChoiceEdition XtraLight 1.3.1c.zip
https://drive.google.com/file/d/1OVdi-fvVOwveo24H-BLHIYimffvn9G0s/view?usp=sharing (https://drive.google.com/file/d/1OVdi-fvVOwveo24H-BLHIYimffvn9G0s/view?usp=sharing)


enjoy!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 29, 2019, 01:12:59 PM
No problem Mr. @RedKetchup , thank you for correction.  I will try it again.   :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on July 29, 2019, 01:56:40 PM
keep in mind sometimes, not always, we need to destroy completly and rebuild to see effects ON.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on July 29, 2019, 02:40:09 PM
I restarted the map and built the vanilla wood cutter.  Fodder/thatch is now turned into firewood.  All is well  :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: grammycat on July 29, 2019, 04:48:37 PM
Yay!  Happy camper here-thank you.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 06, 2019, 08:11:13 AM
RKEditorChoiceEdition  XtraLight versions.

Bugfixes 1.3.1d : fixed issues with Trading post and Townhall (in case).

RKEditorChoiceEdition  XtraLight 1.3.1d
https://drive.google.com/file/d/1QkMe5FCQEInKyU6_WIrZYlh4LaH44mGq/view?usp=sharing (https://drive.google.com/file/d/1QkMe5FCQEInKyU6_WIrZYlh4LaH44mGq/view?usp=sharing)


RKEditorChoiceEdition  XtraLight 1.3.1d - GRID
https://drive.google.com/file/d/1B373awIcKMc6wPvDTx9issdtSHVC3afg/view?usp=sharing (https://drive.google.com/file/d/1B373awIcKMc6wPvDTx9issdtSHVC3afg/view?usp=sharing)


sorry about that.
i have no knowledge if compatible with saves made with 1.3.1c
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: MarkAnthony on August 06, 2019, 08:31:35 AM
Good morning Red and thank you for the fix.  :)

Have a great day!

               
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 12, 2019, 07:11:07 PM
@RedKetchup found a small bug in RKEC 1.3.1

This happened three times in Jack and Jill with devastating results. Baskets of herbs were cleared by laborers and left in building footprints. They were never collected, laborers walk around them when they are in their way, even when there are absolutely zero laborer tasks in the queue. Even if you hit the footprint or the basket with the priority tool, nothing happens. Deleting the footprint has no effect, the basket just sits there.

In vanilla, when laborers clear herbs from a footprint, they simply disappear. Apparently here they are going to wait until I create an herbalist or perhaps a florist to come collect them.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 12, 2019, 07:16:37 PM
LOL, I was going to build an herbalist to see if she would collect them so I could move on, but there is a basket of herbs on the herbalist footprint! ;D Apparently you can't swing a cat on this map without hitting a patch of herbs. :D
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on August 12, 2019, 09:52:41 PM
build a general tiny shed. see if maybe it is a storing problem. check the limit and make sure it isn't set to 0.most likely you lack a storage space.RED probably forgot to add herbs to the starting cart.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 13, 2019, 03:38:33 AM
Quote from: brads3 on August 12, 2019, 09:52:41 PM
build a general tiny shed. see if maybe it is a storing problem. check the limit and make sure it isn't set to 0.most likely you lack a storage space.RED probably forgot to add herbs to the starting cart.
There is no starting cart. With this start you get absolutely nothing. Your first two builds must be a stockpile and a tiny barn. You can see the UIs for mine on the left side of the screenie there. ;)

Herb limit defaults to 100 at the start, there are none in storage.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 13, 2019, 04:02:36 AM
yup you need a little barn so you can store herb/flowers/cotton/flax. they cannot take it from footprint if they cannot store it.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 13, 2019, 04:51:20 AM
Quote from: RedKetchup on August 13, 2019, 04:02:36 AM
yup you need a little barn so you can store herb/flowers/cotton/flax. they cannot take it from footprint if they cannot store it.
The Tiny Barn I already have won't take herbs?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 13, 2019, 06:45:10 AM
question : Tiny barn ? from what mod ? the RKEC tiny barn, or you still use an old Irrelevant's tiny barns ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 13, 2019, 07:16:09 AM
It probably is an old Irrelevant Tiny Barn. Does the RKEC Tiny Barn accept herbs?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 13, 2019, 08:01:58 AM
Quote from: irrelevant on August 13, 2019, 07:16:09 AM
It probably is an old Irrelevant Tiny Barn. Does the RKEC Tiny Barn accept herbs?

should be !!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: irrelevant on August 13, 2019, 08:14:19 AM
Quote from: RedKetchup on August 13, 2019, 08:01:58 AM
Quote from: irrelevant on August 13, 2019, 07:16:09 AM
It probably is an old Irrelevant Tiny Barn. Does the RKEC Tiny Barn accept herbs?

should be !!
Ok, I'll start over again tonight! Jack and Jill is such a nice challenge!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: TaylorItaly on September 06, 2019, 07:43:42 PM
Hello,
when playing with this mod and CC1.76 i have two different Copper Icons.
If i use an CC Forge i got Copper that i can`t use in/with your Buildings.
Is there any possibility that i can make it , so that there will be only one ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on September 06, 2019, 08:12:52 PM
that should not be that way with a 1.07 upgraded version of CC. i would look at using the CC below the RKEC. also you can look at adding the CC compatability mod it was designed to bridge 1.06 and 1.07 flagged items. it would be worth a test.

    1 thing that does help is whatever mod needs the item,use the same mod to produce it. so if you need copper for an RK building, use RK buildings to produce the copper. and vice versa.

   are you using any other mod that coud have altered the copper? are you confusing the icon and it is in fact copper ore not copper?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: TaylorItaly on September 07, 2019, 04:41:44 AM
Thanks for the answers , i will try another attemp today and then we will see....
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vulgarian on November 06, 2019, 09:10:31 AM
Hot damn. I can't wait to try this out. I've been away from Banished for too long.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on November 06, 2019, 04:22:28 PM
Quote from: Vulgarian on November 06, 2019, 09:10:31 AM
Hot damn. I can't wait to try this out. I've been away from Banished for too long.

Welcome back :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Navigator Black on November 07, 2019, 04:02:15 AM
RedKetchup, this mod is lovely! The environments are gorgeous, I don't want to cut anything down as it feels like an offense to the land!

Thatch is confusing me right now, but I'm sure I'll figure it out. It seems though that when I send labourers out to cut forests I end up with mostly thatch/fodder rather than logs, even when targeting clearly forested areas. Forester lodges also seem to return very few logs. Any tips for managing this resource?

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on November 07, 2019, 07:03:29 AM
the fodder in the RKEC does die off after a few years.once the forest gets planted, you wil see ore trees and less of the rocks or fodder.to speed things up ,you can add more workers to the forester. the thatch-fodder does have some uses. RED uses it in stables to produce fertilizer for greenhouses. you can bundle it and burn it. i have a setup where the houses willl burn it without it being bundled and it is needed in some construction.

    these trees do grow and multiply quickly. as you leave an area,you will notice in a short time that the village has a lot of regrowth.the thatch will die off and be replaced.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: galensgranny on November 07, 2019, 02:38:44 PM
I used to be confused about the thatch too, and disliked it a lot.  But, now I think it is OK, after Brads told me Red's wood chopper will make fire bundles (same thing as firewood) from the thatch. I would have seen that if I had built Red's EC wood chopper, but at first, I didn't need one due to the fallen branches serving as firewood, so didn't know about it.   Basically, it's sort of like the thatch is logs, in a way.  The Bannies put the thatch on fire wood stock piles. But of course, they can't use it as logs to build with when logs are needed.
I use the tool to direct laborers to cut down trees in areas where I want to build, and wind up with enough logs from that, so never noticed the forester not providing much.  My map has trees all over the place.  So far, my village is very small so I don't need a lot of logs.  After many game years, it will be as Brads said, with the thatch in the forester area having all been collected so then it will be more trees.


Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jewelz on November 07, 2019, 06:11:50 PM
Is there somewhere where I can find a description of your terrains, RK? Or pictures?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on November 07, 2019, 07:38:45 PM
click on the link at the 1st age of this thread. lus i did soe various pics
http://worldofbanished.com/index.php?topic=2852.0
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on November 08, 2019, 04:31:12 AM
http://worldofbanished.com/index.php?topic=2925.0 (http://worldofbanished.com/index.php?topic=2925.0)
go to Map Generation paragraph
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jewelz on November 08, 2019, 06:16:14 AM
How did I miss that??! OMG. :D


Thanks, RK! Which one is your favorite?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Navigator Black on November 12, 2019, 12:46:48 PM
Forgive me if this has been previously answered; I tried to figure out and find a solution but came up empty. Is there a way to "reset" the covered storage bug? My covered storage yard (which looks amazing) seems to kick out anything put in as soon as it's deposited. So my supplies keep skipping up and down really fast.
I've tried starting a demolition and reclaim but that doesn't seem to work.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on November 13, 2019, 07:13:08 AM
only by destroying and rebuild make sure the stockpile is not too tight and have some space
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vulgarian on November 13, 2019, 01:59:41 PM
So far I'm loving this mod. But I've encountered an oddity related to gems and jewelry. A Sapphire sells for 300 (I think) and a gold bar for 40-something. But a Sapphire ring (gold + sapphire) sells for only 230. Is it by design that the raw materials are more valuable than the finished product?

Since I'm being nit-picky, glass = 8 but glassware = 7.
Flowers = 1, Perfume (glassware + flowers) = 8.
So perfume has the same value as raw glass. (?)

The only thing I miss from CC is a smaller town hall and maybe a smaller wood chopper. This is a pretty damn good mod. And it loads WAY faster than CC.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: galensgranny on November 13, 2019, 03:26:12 PM
This is a great mod, @Vulgarian .  Regarding a small wood chopper, I use Kid's Chop-Chop at http://worldofbanished.com/index.php?topic=1930.msg50897;topicseen#msg50897 (http://worldofbanished.com/index.php?topic=1930.msg50897;topicseen#msg50897).  It's a small wood chopper that can also make lumber.  It's a must for when starting out before building Red's large wood chopper and lumber mill.

Kid also made a small town hall at http://worldofbanished.com/index.php?action=downloads;sa=view;down=576 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=576)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vulgarian on November 13, 2019, 06:58:27 PM
Quote from: galensgranny on November 13, 2019, 03:26:12 PMRegarding a small wood chopper, I use Kid's Chop-Chop at http://worldofbanished.com/index.php?topic=1930.msg50897;topicseen#msg50897 (http://worldofbanished.com/index.php?topic=1930.msg50897;topicseen#msg50897).  It's a small wood chopper that can also make lumber.  It's a must for when starting out before building Red's large wood chopper and lumber mill.

Kid also made a small town hall at http://worldofbanished.com/index.php?action=downloads;sa=view;down=576 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=576)

Thanks for that. I'll give them a go.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: CookieBarrel on November 14, 2019, 10:35:53 PM
The production value is balanced! @Vulgarian, Look at the input & output of those buildings. It's not a one to one outcome.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on November 15, 2019, 02:12:32 AM
i think what you are forgetting when you count input-output: when you craft something, you dont just craft 1 unique item. you are creating more than one item at the time, depending what. also educ-uneduc modify the number created.

can be 1 to 2, 2 to 4, 2 to 5, 6-10, 12-24...... items created.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vulgarian on November 16, 2019, 07:57:59 AM
Thank-you for clarifying. I hadn't noticed that it wasn't 1 output for each input.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Hildewulf on November 20, 2019, 10:38:25 PM
Thanks so much for making this mod! It has been one of my favorites for a long time. Really appreciate your work.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: banner38 on November 21, 2019, 02:56:16 AM
The best mod for me THX  :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 05, 2020, 12:12:16 AM
I am new to Banished and thought that I would try the Ultra Light version of this mod, with minimal changes to the gameplay.
I hadn't realised that the UL version would also include the woodcutter needing fodder thatch only to make firewood.
I then read this on the first post, albeit about the full version.....

Tips: Requires 2 logs or 5 lumber or 5 fodder-thatch. Will create 5-8 firewood per job done. The menu by default is set to fodder-thatch because i want people notice that, you can this.

....... I am not sure that I understand  it means you have to use fodder thatch only and not also be able to use logs to produce firewood..?
As I see no means for the woodcutter to use logs I guess that isn't going to be possible..?

Thanks
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 05, 2020, 01:15:24 AM
Look at the menu of the woodcutter. There are several options. You can use thatch, logs OR lumber as input. Just change the menu in the same way as you change the tailor´s or blacksmith´s  menu in a vanilla game.

I think Red set the thatch by default because he wants to make people aware of this rather unusual option. By the way; the RKEd woodcutter works a bit slower than his vanilla colleague but you can use I think 3 woodcutters at the same site.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 05, 2020, 04:50:44 AM
Thanks.

From what I read I assumed that should be the case. Just needed to check.

(https://imgur.com/lKmEVSp)

https://imgur.com/lKmEVSp

hopefully my screenshot will work.

for me I get zero choices for my woodcutter but only to use the thatch option, this is the UL version as noted, not the full one.
With the blacksmith I get a lot of choices, as expected with this mod. The same with the tailor.

I use very few other mods and this one is at the top of the short list.

I have now started another game without this UL mod and I now have the std option to use logs for wood.





Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 05, 2020, 06:21:03 AM
It might be that way in the UL-version, intended or not, I don´t know. I suppose there´s a lumber mill in that version, too. If you want to try this mod out and it works like in the full version, you can use it to make firewood from logs.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 06, 2020, 12:18:40 AM
Thanks, you could be right. I did ask over at Steam, as that it where I first found the mod, what gameplay changes there were with the UL version.
I wanted a pretty much vanilla experience, being new to the game, but with certain eye candy changes and good map generation etc etc.
As it is I'm quite enjoying my first attempt at playing the game without the UL version and I'll get to understand the vanilla game rules.
Redketchup has been replying over at the Steam mod page and kindly offered to check it out.
I started a new game with only the UL version of the mod used and still could not see an option to use anything other than thatch to create firewood. I just hope that I'm not missing something obvious here...!

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 06, 2020, 08:55:13 AM
i download the XtraLight 1.3.1d version and i checked. effectively i dont see the menu to choose.

i ve check the code and i have no idea why :S
i need to send the file, the template to Kid so he can check... .cause i really see nothing. another pair of eyes are often useful.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 09:50:48 AM
I checked here but I could not find Ultra Light or Xtra Light RKEC.
Is it only available on Steam?

@RedKetchup - Yes please, send the template and I will check.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Abandoned on February 06, 2020, 09:57:15 AM
I downloaded Extra Light v1.31 rom this site, it may be somewhere in this thread.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 10:04:54 AM
found it!

http://worldofbanished.com/index.php?topic=2925.msg62166#msg62166

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 10:23:21 AM
I don't see the point in Xtra Light version.

It is only vanilla with a little added in the landscape. Some new starts...

I'd say - Go for the Light version of RKEC. There you have a large variety
of buildings and production chains if you like that.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 06, 2020, 11:29:50 AM
Quote from: kid1293 on February 06, 2020, 10:23:21 AM
I don't see the point in Xtra Light version.

It is only vanilla with a little added in the landscape. Some new starts...

I'd say - Go for the Light version of RKEC. There you have a large variety
of buildings and production chains if you like that.

yeah but at some point, i added the new recipes to the cutter yard, the blacksmith and tailor. they all use same UI but i can't find why the cutter yard doesnt want to show the menu.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 02:54:25 PM
I have checked and double-checked. Nothing I can see.
It seems like part of the code is overwritten by vanilla code but your pre-choice of thatch remains. It's weird.
For now, I can not help you :( If I think of something, I post it.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 05:56:45 PM
@RedKetchup   The only thing I can think of is when you compile the mod -
If you call the CutterYard.rsc like 'CutterYard.rsc:consumeproduce' the 'CutterYard.rsc:ui' part never gets compiled.

Then you will have exactly that error. A preset 'produce' but no menu.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 06, 2020, 08:11:33 PM
ok, gonna check that and test
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 06, 2020, 08:25:01 PM
Tailor and Smith already have a 'ConsumeProduceUI'.
They never change.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 06, 2020, 11:19:40 PM
Quote from: kid1293 on February 06, 2020, 08:25:01 PM
Tailor and Smith already have a 'ConsumeProduceUI'.
They never change.

i guess you are right. i didnt tested it. i ll do the version 1.3.1e tommorow if everything fine
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 07, 2020, 12:20:28 AM
it was that, thanks you :)
i am so rusted LOL
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 07, 2020, 02:26:41 AM
 :) Great!
Welcome back!  ;)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 07, 2020, 03:42:54 AM
That is good news that you found a solution, sorry for finding the problem in the first place....!!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 07, 2020, 05:33:46 AM
Finding errors IS good news! :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 07, 2020, 12:53:53 PM
Point taken :)

Even better is that a solution can be found, following your help. Well done for that.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 07, 2020, 03:03:47 PM
I am trying out the FULL version of this mod for the first time and got to the point of needing to increase happiness. Built a tavern and only had watermelon to start the production of alcohol, wine to be precise.
I have made over 300 casks / bottles of wine and yet, unlike when I tried the vanilla game, none of it is being supplied by the market or is being taken to be used in any home. It just sits in storage not being used. Is wine just for sale or trade and not to be expected to be used as an alcohol by your inhabitants or the market...?

(https://imgur.com/2NrFn8y)

Thanks.

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 08, 2020, 12:59:30 AM
If you´re not using one of the mods that change the system of happiness (those I know of are North7, Norseman, Ironman, DS Industrial Mining), serving alcohol will, unfortunately, have no/almost no influence of the happiness. But if you want to try it anyway, I think you will need an inn or if I remember it right, there´s also a small stand that may serve alcohol. The only things that will increase happiness in a game without one of these mods above are graveyards.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 08, 2020, 01:13:02 AM
Thanks, I'm finding some clues as to what might be needed. I see a building that serves wine, but with prepared food, that provides the same happiness as the vanilla tavern would do with ale. Once that is built then you realise that I can't yet prepare the food to give with the wine and so........
I think the point that I'm making about the full version of the mod is just understanding the build and supply chains, I seem to stumble on them in a backwards fashion, lol.
Can make it a little difficult.

I did build the chapel and graveyard, that at least helped.

No other game changing mod being used.

Thanks again :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on February 08, 2020, 07:15:17 AM
Yes the Old Barn Pub is a must and also the Bath House helps create happiness. If you buy Tickets from the trader the Old Pub will distribute them. You can also build a Theater which will create tickets I usually have a number of taverns producing different kinds of alcohol and set up alcohol stands throughout the town to distribute. My main alcohol production usually is ale, beer, wine, mead and then Pubs for the Meals.

To help with the food required in a Pub, greenhouses are super handy for producing the veg you need and butchers, of course, for the meat.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 08, 2020, 10:04:55 AM
all the alcohol are never never brought to the houses. they are consume on place , at the tavern.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 08, 2020, 10:10:01 AM
Thanks for that understanding.

I have decided to wait to use your mod until you can resolve the issue with the UL version.

Curious as to why you wanted me to post a screenshot of the tavern, is that because it also should have extra options, which it doesn't.?

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 09, 2020, 03:35:59 AM
Curiosity got the better of me and, apart from feeling quite overwhelmed, in a good way, I'm quite enjoying the FULL version of this mod :)

Taking a look at the screenshot that I have attached and you will see c charcoal kiln which is initially worked by one person. As I need to increase the amounts of charcoal produced is it typical to increase the numbers of workers (I did as can be seen in that screenshot, middle of the screen) to, for example, two...?
Or is it "better" just to build another kiln to increase that production...?

For things like gatherers huts, hunting cabins, foresters etc I imagine that the balance of adding more workers will be offset by the depletion and growth of the natural resource.

As a side question.....

Having played Forest Village I did like the ability to lock a resource. For example I would produce eggs but lock them from the villagers so that only the bakeries could use them. If I didn't do that then the bakeries would run out of them for their pies as the villagers seemed to like eating them. Is there a way, perhaps a mod, to do that with Banished...?


Thanks
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 09, 2020, 03:55:42 AM
Hi. Yes, somewhere there are small mods that makes certain food items 'inedible'
I can not direct you to where they are. Let's call on @brads3 to explain  ;)

This goes only for food. A corresponding flag-edit won't work on other things.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 09, 2020, 04:13:54 AM
Thanks for your reply :)

I would find that useful to ensure that certain food produce, if this is possible, could be reserved for production / recipe making rather than the bannies eating the ingredients..!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on February 09, 2020, 10:12:53 AM
Quote from: Vimes on February 09, 2020, 03:35:59 AM
Curiosity got the better of me and, apart from feeling quite overwhelmed, in a good way, I'm quite enjoying the FULL version of this mod :)

Taking a look at the screenshot that I have attached and you will see c charcoal kiln which is initially worked by one person. As I need to increase the amounts of charcoal produced is it typical to increase the numbers of workers (I did as can be seen in that screenshot, middle of the screen) to, for example, two...?
Or is it "better" just to build another kiln to increase that production...?
.

If you need more charcoal then definitely up the workers to 2 as you did. If you need more charcoal after that then yes build another charcoal kiln but keep an eye on your firewood production as you might need to bump that also and then might have to bump log production. This all happens as your town grows of course.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: galensgranny on February 09, 2020, 10:56:46 AM
@Vimes Inedible food mods are at https://www.blackliquidsoftware.com/forum/Thread-Inedible-Foods .  Note that you need the download "fix" at the bottom of that page so non Colonial Charter mod buildings will understand the inedible foods. 


QuoteFor things like gatherers huts, hunting cabins, foresters etc I imagine that the balance of adding more workers will be offset by the depletion and growth of the natural resource.

Regarding more workers in the gatherer's, hunter's, I do not believe it will deplete natural resources.  The foods that grow, such as the mushrooms, etc., will regrow every year, unless you keep chopping down all the trees.   Mushrooms need trees.  The hunter lodge has a radius so animals not in that area will not be hunted down, except sometimes as a hunter is walking home to eat, he might kill an animal in his path that is out of the hunting lodge radius.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 09, 2020, 11:25:54 AM
QuoteIf you need more charcoal then definitely up the workers to 2 as you did. If you need more charcoal after that then yes build another charcoal kiln but keep an eye on your firewood production as you might need to bump that also and then might have to bump log production. This all happens as your town grows of course.

@moonbelf Thanks, it does have that knock on effect with an increased need for a product to then need to increase the raw materials that go to make it. I am starting to appreciate how good the greenhouse is in this mod :)


QuoteInedible food mods are at https://www.blackliquidsoftware.com/forum/Thread-Inedible-Foods .  Note that you need the download "fix" at the bottom of that page so non Colonial Charter mod buildings will understand the inedible foods.

@galensgranny That should be very useful with my limited herd of bison and the need for their steaks. Thanks, a very good list there.

QuoteRegarding more workers in the gatherer's, hunter's, I do not believe it will deplete natural resources.  The foods that grow, such as the mushrooms, etc., will regrow every year, unless you keep chopping down all the trees.   Mushrooms need trees.  The hunter lodge has a radius so animals not in that area will not be hunted down, except sometimes as a hunter is walking home to eat, he might kill an animal in his path that is out of the hunting lodge radius.

I did find that assigning extra hunters and gatherers seems typical, perhaps, with this mod. I might have got this wrong but in the vanilla game they are already assigned a higher number when you first build them. The twon hall is so useful for watching trends of usage etc, saved my game several times...!


Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on February 09, 2020, 02:35:02 PM
remember that you can starve the bannies by using in-edible foods.say you start with wheat and it is in-edible,the bannies will not eat it until it is processed. if the flour is also in-edible,you will need a bakery and the mill before the bannies will food to eat. another thing to consider would be if you add any other mods, they might not stock the in-edible foods.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 09, 2020, 11:40:38 PM
That's a good point to remember, thanks. Perhaps as I become accustomed to the games mechanics I might not need to use it, I just remember using it often in that other game as it was very useful.
As my population grows, and emphasis is placed on food accumulation, it is possible to have a buffer in storage. The town hall is most useful.
It can be easy to take your eye off the ball tho. I'm going through a tool crisis at the moment, lol.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on February 10, 2020, 07:05:50 AM
Quote from: Vimes on February 09, 2020, 11:40:38 PM
As my population grows, and emphasis is placed on food accumulation, it is possible to have a buffer in storage. The town hall is most useful.
It can be easy to take your eye off the ball tho. I'm going through a tool crisis at the moment, lol.

You can have hundreds of thousands of food in storage. Just increase the limit.

Tool crisis. Yes that can happen pretty fast. I build a second blacksmith and have one making iron and the other making tools. That is until I can build a forge to process iron, after I've built an iron mine. Then switch to steel tools or carbon tools as they last longer.

Don't forget that educated bannies are much more productive than uneducated so a school is super important.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 10, 2020, 10:49:06 AM
Good point about the food and storage, as well as education.
This being my first time with Banished the game is proving to be a bit of a learning curve.
Took me a while to figure out that hops are counted as herbs and so that is why the greenhouse wasn't able to produce any.
The tools one did catch me out and yes all my Bannies are well educated.
I know that I have mentioned it before but I do miss not being able to easily lock and unlock items from the use of the villagers. It would make retaining and producing stock just for industry and manufacturing a little easier.

Took me a while to understand that I do not need the equivalent of donkeys and caravaners, as the other game that I played did. They were used to transport commodities between barns and stockpiles  to balance out stock between them.


Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on February 10, 2020, 12:11:12 PM
you are correct there is a learning curve or time to adjust your play style.  you can use the limits to your advantage. in the beginning,keep them low for tools and clothing,so these workers help the laborers more often. as the population grows, increase them. the game will alert you that you are running low.

   1 trick to avoid tool shortages is have different blacksmiths that produce different tools. set 1 ding on mods used.to iron ,1 to iron ore,1 to stone. this way if you are short a material,the others can keep making tools. same thing can be done with clothing ,depending on mods used.

     also use the townhall. the production stats help tell you each year what you are not producing enough of. if you see log production is running less than the used #,slow down construction and add a forester.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 10, 2020, 01:09:32 PM
Thanks for those pointers.

I have just realised what it has meant to not pay attention that much to the actual stock within my barns. The normal barn can hold far more than just food items when it comes to this mod. As I seemed to enjoy making those items without them being traded or used much I hadn't paid attention to the fact that my barns were emptying of food and filling up with other non essential items. Food production remained positive, for a while, just no where for it to go..!
To have around 250 or so population was satisfying for me, to then see almost that many knife and fork symbols appear on the screen was a little concerning, understatement there...!
I then started seeing other more dire symbols......

:'(   :o

It's all about balance, I now know.


Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: moonbelf on February 10, 2020, 04:31:59 PM
It's definitely a learning curve but you're doing well! Keep it up :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 11, 2020, 02:55:04 AM
Thanks.

As I'm trying to re-balance my storage, have you got any idea as to what commodities combine to the "Misc" category...?

I am having to set that value really high to try and get some fertiliser growing in my stables for the greenhouses. But I do not see any single one item adding to the 14,000 target that I have had to set to start some production. I have zero fertiliser in stock. If I knew what else was adding to the Miscellaneous category I could reduce or temporarily switch off their production or gathering etc.

Thanks again.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 11, 2020, 03:59:51 AM
I might be wrong, it´s been a while since I played RKEd but as far as I remember fertilizer is in the same category as clay and sand, materials I think it´s called. "Misc" is more flowers, perfume and such things. I might be wrong and mix versions of the mod because I know that Red made some changes here. But I remember my trouble with fertilizer on stockpiles close to brickyards and glassmakers and clay on piles close to the greenhouses.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 11, 2020, 04:29:34 AM
Thanks, you could be on to something there. I think that misc might include water and flowers as I moved both at the same time to the trade ports and I could then drop the 14k limits for the Misc category. If I'm right then fertiliser is in the same group as flowers and water (?). Even tho water is capped with the food group, so I could be wrong with that one.
I'm forming an opinion that clay and sand are part of the materials group.

Thanks again for your help.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 11, 2020, 05:07:22 AM
Water is food, so if your people are starving don´t move it to the trading port. It belongs to no food category, so if someone gets only water he will lose all the hearts but will not starve.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Vimes on February 11, 2020, 05:14:04 AM
Oops. Just re read what I had written. I had over 12k of water and it was increasing in stock. So I moved  around 8k or so to the trading posts and I'm monitoring the balance. But now that I understand that it has a sustaining function I'll be cautious.

At over 250 Bannies I have used my last "knife and spoon" incident to take stock of my position and ensure that I'm ok at sustaining, with growth potential.
When those nomads come knocking tho they have to be catered for, they arrive hungry. lol
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: CookieBarrel on February 23, 2020, 01:13:32 PM
@RedKetchup Regarding XtraLgt V1.3.1e. Will you be sharing this or no?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Timias on March 12, 2020, 07:33:26 PM
Im new here. I downloaded this mod. I hope it works ok as I seem to get mods that crash my game.  ??? :'(
I look forward to playing it!
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 12, 2020, 09:52:31 PM
if you have crashes, start a thread. we will try to solve the problem. make sure you have the latest upgrade to 1.07 banished.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: zsasquatch on March 30, 2020, 08:49:39 AM
I'm new to this mod, but I'm mostly enjoying it so far.  One issue I haven't been able to figure out are all of these baskets laying around that I can't seem to clear.  (sample image (https://imgur.com/a/DFkYZ0t))  Can anyone tell me what these are and/or how to retrieve or remove them?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Freedom on March 30, 2020, 11:36:54 AM
Laborers first come to "harvest" the resources in the area you chose to clear.  Trees turn into log piles, herbs and foods into baskets, stones and ores into piled blocks, etc, Then after all the harvesting in the area is completed, laborers will come back to pick up the baskets to move them to storage/markets. The same for logs, stones and ores that are carried into stockpiles. Wait for the harvesting phase to complete and you will see them carrying things away next.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 30, 2020, 12:05:18 PM
check your food limit and storage. if you are at the food limit ,the bannies will stop collecting.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: zsasquatch on April 01, 2020, 08:39:39 AM
Quote from: brads3 on March 12, 2020, 09:52:31 PM
if you have crashes, start a thread. we will try to solve the problem. make sure you have the latest upgrade to 1.07 banished.

Where do we start a thread for crashes?  My game is regularly crashing on a relatively new town with a population around 45.  Previously, I'd played a few towns to a few hundred population.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on April 01, 2020, 10:05:55 AM
I would suggest you start it under the headline "general discussion" and tells us which mods you use when the game crashes. maybe someone can help because we´ve all had crashes; sometimes we understand why, sometimes not.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: BestOfDays on April 20, 2020, 02:11:10 PM
Hello i have spent half a day playing this modpack and when i get on the next day to play on the world I worked so hard on, it works fo a little bit and then crashes, I tried to run the world multiple times to try and pinpoint the issue thats causing it to crash but I couldn't find out. I tried everything from removing every other mod and uninstalling and reinstaling the game but i wont work no matter what I do, I even tried adding the game as in exclusion in windows defender but even that wont work I have the save file for it if you guys can see whats the issue with it
https://drive.google.com/file/d/15UmbrXZ8il-uufa748SF6dUW252wNIOt/view?usp=sharing
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: huyle on May 09, 2020, 07:01:17 AM
Can we have a giant lake terrain like this, please
(https://2.pik.vn/2020dcb99a38-9ed2-485c-84b2-957cab531a0c.png)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Littlelambsy on May 11, 2020, 05:08:19 PM
Thank you so much for all the wonderful work on mods.  Although I'm nervous of adding mods to my game, I did install the Megamod 8.  Now I would like to add this RK Editors Choice mod. Can you tell me please, which is the latest version, where can I download it and which order should it be in in my mods folder (above or below the megamod)? Thank you   :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 11, 2020, 05:35:40 PM
i'd load the RKEC above the MM so you get the wild animals of the RKEC. make sure you have enough power to run both mods.then send me a copy of your computer so i have that much power too.LOL  thats a lot of memory to run between those 2 huge mods.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=543
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Littlelambsy on May 11, 2020, 06:37:04 PM
LOL, that makes me even more nervous.  Thanks for telling me where to install it. I use to play Sims 3 and had ALL ep's and tons of custom content. I actually bought this computer for playing games. Although its over 5 years old now it still works pretty good.  I checked the stats and I'm on Win 7,  with a 3.40 GHz processor and it says its an i7.  I have 745GB free space and 16 GB of Ram. How does that look for running these two big mods?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 11, 2020, 09:17:51 PM
uymm think it needs tested,send me 1 too.LOL. you should be fine with that much RAM. i do want to check the graphics and how far i could run on it.at a certain point, most of our games crash. think it's like 150-200 years.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Gatherer on May 12, 2020, 03:39:58 AM
@Littlelambsy Is it a 32 or 64 bit system? 32 can only use a max of 4 GB of RAM.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Littlelambsy on May 12, 2020, 04:30:44 PM
Thanks brads3 and Gatherer. I checked my system and its 64 bit system. Also my graphics card is  a Geforce GTX 750 Ti

Total available graphics memory is 9961 mb
Dedicated video memory is 2048 mb
Shared system memory is 7913 mb. 

How does that look?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on May 12, 2020, 06:57:13 PM
run a game as far as u can years and population. then let us know if it helps. we can compare your end #'s to those we have seen or had. there are a few cases where players did go long but without mods.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Littlelambsy on May 12, 2020, 11:14:05 PM
Sounds like a good plan. I haven't completed a long time play because I get bored or frustrated and always start a new game. I think that's one of the reasons I want to try a new mod.  I would be interested to know what new things this mod brings to the game.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Jack Trapper on June 09, 2020, 11:08:28 AM
Hi Red Ketchup, i just started a game with your excellent mod  ;), and when i wanted to make iron tools at the blacksmith, i saw wood? what is wood, it is not firewood or logs, because i had plenty of both + iron ore on stock and the blacksmith had the icon of no resource. Where i can find wood or make it? Or did i miss something..

EDIT: It was logs, this time it worked, so forget about this.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: katbarf on July 26, 2020, 03:49:34 AM
I have the same problem as zsasquatch. Metric ton of storage, laborers are just idling around, also a lot of them. They just won't pick up the baskets...mostly herbs it looks like. They have no work to do except to pick those up and put them away. After an ingame year or two the baskets disappear.

It's not that they have another job in their queue, they don't, literally just standing around doing nothing.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: katbarf on July 26, 2020, 04:40:56 AM
Annnnd I figured it out.

For whatever reason the game gets upset if you don't have room in a vanilla barn. I found this out with bonemeal ages ago. Even if you have a crapton of space in your town tithe barns or other barns bone meal won't get picked up. Turns out this was the exact same problem with all the herbs/baskets not getting picked up by laborers.

Built a vanilla barn, all my bone meal got picked up and lo and behold all the stuff sitting around ignored was quickly put away in all the barns.

So if you're having a "stuff not getting picked up" issue, built a regular barn. Things will return to normal quickly.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on July 26, 2020, 06:54:14 AM
excellent explanation. bonemeal should be from CC. in my map blogs, i point out a habit i have to help prevent these issues. since i use many mods, many mods, i try to rememeber to build a variety of storage options. i also work to keep the start pile down to bout 80% at the game start and add other material storage options for the banneis later.

if a storage is full,then the bannies have no where to place items. this stops work. as you have found it isn't just space but space for different items that can cause problems. in my maps, i usually have a pine mod material barn and a CC rustic barn somewhere along with tons of others. even then i add a small general pile beside a barn or house somewhere near the forest or mines.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Gatherer on February 17, 2021, 02:46:50 PM
@RedKetchup
Could you please consider adding a ghosted greenhouse cover for the cranberry, watercress and rice production on your jetties?
:-[
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 22, 2021, 11:58:45 AM
Hello, @RedKetchup. I know that you aren´t active modding anymore/at the moment but I´ve found a bug in RKEd. It´s very strange than I (or someone else) haven´t noticed it before. (Or maybe someone have reported it that I haven´t seen) so I even downloaded the mod again to check that I have the latest version.

As you know, RKEd is one of my favourite mods and from time to time I enjoy a game using it. I have noticed before that opposite to the small farmstand and the grocery store under the NMT-houses the medium-size market doesn´t store malt. That´s fine with me. But I saw that the market was almost empty. There are not so many houses or a lack of food so to shouldn´t be. I took a closer look and the vendor was going back and forth between the market and a barn with 500 malt that he couldn´t get rid of and no other work was done.

Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 22, 2021, 12:59:27 PM
Quote from: Nilla on February 22, 2021, 11:58:45 AM
Hello, @RedKetchup. I know that you aren´t active modding anymore/at the moment but I´ve found a bug in RKEd. It´s very strange than I (or someone else) haven´t noticed it before. (Or maybe someone have reported it that I haven´t seen) so I even downloaded the mod again to check that I have the latest version.

As you know, RKEd is one of my favourite mods and from time to time I enjoy a game using it. I have noticed before that opposite to the small farmstand and the grocery store under the NMT-houses the medium-size market doesn´t store malt. That´s fine with me. But I saw that the market was almost empty. There are not so many houses or a lack of food so to shouldn´t be. I took a closer look and the vendor was going back and forth between the market and a barn with 500 malt that he couldn´t get rid of and no other work was done.

do you have a save ?

Quote from: Gatherer on February 17, 2021, 02:46:50 PM
@RedKetchup
Could you please consider adding a ghosted greenhouse cover for the cranberry, watercress and rice production on your jetties?
:-[

i have no toolkit folder at this moment (since it got destroyed by a bad manip). maybe one day......
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 23, 2021, 05:14:41 AM
Yes, I have a save. There´s only one medium market close to the pastures.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 23, 2021, 12:10:45 PM
thx , i ll check when i ll get a minute
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 27, 2021, 03:37:34 AM
so @Nilla i ve checked and effectively, the vendors want to store Malt cause they need to fill their assignments to put %% grain but the storage of the markets allow "edible". Malt is not edible.

it concerns 4 markets : regular one, the medium size, and also the wood and stone versions of the Docks Markets.

Unfortunatly, i dont have a workable toolkit installed. maybe @kid1293  can do a fix patch for fixing the storage function of those 4 market. And put that patch ontop of RKEC.

he will need to make the resource file:

      "Template/Market.rsc:Storage",
      "Template/MarketMed.rsc:Storage",
      "Template/NMTDocks/NMTMarketDock.rsc:Storage",
      "Template/NMTDocks/NMTMarketStoneDock.rsc:Storage",

i included a copy of the 4 files fixed with the proper typos.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: kid1293 on February 27, 2021, 07:40:23 AM
Okay. Done! :)

Put it on top of RKEC.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on February 27, 2021, 10:34:14 AM
Thanks, you are both marvellous! :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 27, 2021, 12:19:46 PM
Quote from: kid1293 on February 27, 2021, 07:40:23 AM
Okay. Done! :)

Put it on top of RKEC.

wow thanks you !!! @kid1293

<3
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on February 27, 2021, 09:09:57 PM
so @Nilla

did you tested the Kid fix ? doesnt it work now ?
did you had to destroy and rebuild ?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: Nilla on March 11, 2021, 06:06:55 AM
Finally, I´ve tested the fix. Sorry it took so long,

It works. I had to demolish and rebuild the market, not even the demolish/undo trick worked. But now it stores malt as well as all other stuff. Again thank you both! :)
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on March 11, 2021, 03:35:32 PM
Quote from: Nilla on March 11, 2021, 06:06:55 AM
Finally, I´ve tested the fix. Sorry it took so long,

It works. I had to demolish and rebuild the market, not even the demolish/undo trick worked. But now it stores malt as well as all other stuff. Again thank you both! :)

good awesome :)

Thanks you both @Nilla  and @kid1293  :)

i <3 you
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: toodyloo on March 12, 2021, 01:43:19 AM
Is this compatible with CC: journey? Because the game crashes when there is both mods unless there is a mod order.

I specifically want to use CC for the rickety, rustic and smaller hostel in that mod. Is there a standalone for that hostel?
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: brads3 on March 12, 2021, 08:09:39 AM
should be no issues with CC J and RKEC. can your computer handle the memory needs? did you remember to exit the game completelt when enabling both mods? the game will restart itself and then you much exit and relaod fully.failing to do that is the most common cause of crashes.

i'd recommend putting the RKEC above the CC. this way the map will have the wild animals from the RKEC. buildings from CC will add to it.
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: marzmove on August 13, 2021, 02:48:58 AM
i got some crash here, when cursor pointing on mod its allways forceclose banished, i already update 1.0.7, i try just use rk mod its same allways forceclose when cursor pointing on the mod
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 13, 2021, 05:22:12 AM
is your copy of the mod good ? try to redownload it
Title: Re: RK Editor Choice MOD 1.3.1 FULL
Post by: RedKetchup on August 27, 2022, 03:30:22 AM
august 27th  2022

change link for download. previously with goggle drive, now using Mega storage