World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on February 03, 2018, 11:04:54 AM

Title: RKEditorChoice BETA13 open
Post by: RedKetchup on February 03, 2018, 11:04:54 AM
RKEditorChoice BETA07 open

http://worldofbanished.com/index.php?action=downloads;sa=view;down=409 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=409)


Description: RKEditorChoice BETA07

This mod wants to be a full new look of banished.

* * * THIS MODS NEED ABSOLUTELY TO BE FIRST MOD IN YOUR MOD LIST * * * if you want to have all 100% features programmed in this mod.

This mod contains those mods and it is not good to load the older standalone versions. it can lead to bugs or even crashes

- NMT 2.04
- NMT30 Crops
- NMT Little Houses
- NMT Multi-Floors Housing
- NMT30 Clay Chain
- NMT30 Pond
- NMT Forest Center
- RK Personal Stockpiles
- Peak's Valley
- Wooden Butcher
- Old Bakery
- New Vanilla Trading Post patch
- GardenWall:Utility
- Red Creamery main & cows *
- NMT3.11Canal System (Beta 10+)
- ColorfulLittleHouse (Beta 11+)
- ColorfulLittleFence (Beta 11+)
- White Fence set (Beta 11+)
- RKcarts version 1.0 for 1.0.7 (Beta 11+)
- Boston Houses 1 v 3.0  (Beta 13+)
- Boston Houses 2 v 1.0 (Beta 13+)


Keep in mind, nothing guarantees you that it will be save compatible with further Beta release. it is a Beta!
enjoy this beta !


Bugfixes Beta 08:

Fixed the new boars and birds wildlife walking animations : they were not facing the good direction when walking.
fixed woodcutter window.
fixed status window which did lost its extended flags.

They were annoying visual bug, not critical. it is save compatible with beta 07


New Beta 09 :

Bugfixes/changes:
1. i changed the original CC Barley and i added more plants.
2. i was really not satisfied about the strawberries plant, i redid it completly.
3. i really disliked the footprint of the market and medium market. i didnt liked the stone imitation on the ground footprint. so i deleted the stones.
4. i moved up the nenuphars in the ponds, it was looking weird to me, they seemed to be under water.
5. i fixed the Tailor window and gave it its own window layout instead it is set on the blacksmith one.
6. i made a new recipe to the tailor and give the possibility to make warm winter coats from fur.
7. i fixed a granary foundations graphical glitch.
8. i am trying again to fix the blue berries amount. ^^
9. i deleted the fuel and woodfuel flags to the Fodder-Thatch raw material. so it wont mess up with fuel limits but wont be used to warm houses anymore.
10. i fixed the "coal" limit name and icons of the quarries.
11. i added storage capacity of all the barns tooltips.
12. i made new "highlight" models of woodcutter / florist / herbalist / fodder farmers to get rid of "unecessary" yellow lines all around semi transparent planes (mainly plants).

New Buildings:
1. A new Covered Stockpile Set : with a barn looking and some roof tiles that cover stockpile materials. they also have a +50 weight bonus of capacity per tile.
2. The Barber Shop is back. It has been designed to fit under multi-lvl housing.
3. The Dentist is back. It has been designed to fit under multi-lvl housing.
4. The Clinic is back. It has been designed to fit under multi-lvl housing.
5. The Bath House is back. It has not been designed to fit under multi-lvl housing though. it will now allow your citizens to get health back by taking a medicinal herb bath.
6. A new Hardware & Co. Store. It has : Wood | Fuel | CoalFuel | Iron | Custom5 ( coalfuel = Minerals, custom5 = Construction ) as flags. It has been designed to fit under the multi-level housing.
7. A new Grocery Store. It has : Edible | Protein | Vegetable | Fruit | Grain as flags. It has been designed to fit under the multi-level housing.
8. A new Supplies & Goods Store. It has : Custom1 | Custom4 | Custom6 (Custom1 = Forged, Custom4 = Material like sand, Custom6 = Precious) as flags. It has been designed to fit under the multi-level housing.
9. A new Fabrics & Co. Store. It has : Textile | Custom2 (Custom2 = Fabrics like cloth and linen) as flags. It has been designed to fit under the multi-level housing.
10. A new Candle Maker building appeared. It will take 30 Beeswax and do 3-4 Candles. Candles are required to renew your open sky mines and renew its resources by opening new deeper levels.
11. All 3 Open sky Mines can now be upgraded to 3 deeper levels. lvl 2 will allow you to get 3000 extra resources. lvl 3 up to 4000 extra resources. (the standard mine has a limit of 2000 resources)


New Beta 10

1. All the NMT3.11Canal System has been fully integrated in RK Editor Choice mod.
2. Added a new building : Old Creamery from NMT2.04. It has the same recipes as Red Creamery but slower.
3. Some crops got their time adjusted for not being rdy to harvest too soon
4. Modified all specialized market to get the sign more visible, some has changed name/flags. and radius has been increased to 25' tiles. 1 more has also been added, Raw Material.
5. Pastures and Cemetary now have a 100% transparent footprint to adapt more easily to different ground textures.
6. The LightHouse is not anymore unique, you can now multiple of those.
7. The fertilizer has changed flag so it doesnt being stored in barns but in stockpiles.
8. All building have thier workers now start at 1 worker by default. You will still able to increase the number of workers as before till you reach the limit of workers that has been set before this beta.
9. Tried to get rid of the moiré in the 2 pits. didnt succeed beyond a certain 50% less moiré. This change will make look your existent pits in a save game looking weird. they will have to be destroyed and rebuild.
10. Made some little tweaks here and there, nothing serious.
11. Changed some numbers in dairy chain to make it more appealing.
12. Added 2 new difficulty level: Adam & Eve and Hard Alternate.


Beta 11

Added :
ColorfulLittleHouse : (Entirely as it was in 2.2 version)
ColorfulLittleFence (New) : 10 new colored wood fences which colors will match ColorfulLittleHouse roofs. available in ghosted and non-ghosted version
White Fence set : (Entirely as it was in 1.0 version)
Brick Roads (New) : 3 New kind of roads that will ask 1 brick per tile. This is an alternative when you dont have alot of stones.
Seedlings : back from Decorative Item Pack, but not as a cheated trade resource though. Will cost fertilizer and water to produce in greenhouses.
3 kind of Decorative Trees (New) : 3 models of Japanese Cheery Trees in 3 colors, Japanese Cedar in 3 models, Maple Trees in 3 colors. cost 1 seedlings to build
13 Specialized Carts (New) which will act as a very mini market with 1 unique storage flag each. you can assign 1-2 vendor to those and can hold 1500 weight. 20 tiles radius.
Made various little tweaks in numbers in many little things ^^


Beta 12

Added :
Trading Post: Seeds (and Livestock). A new smaller, cheaper trading post to help you getting seeds and livestock more quicker in game. Cost: 36 wood, 27 stone, 8 iron, 80 work.
Medieval School is back. Good for 40 students, this school cost 48 lumber, 26 stone, 12 iron, 8 copper and 24 glass. 5x5 with road, you can build a floor 3 on it.
Deadwood spawns. Now the forest and the meadows will spawn deadwood which can be harvested for firewood.
Collect Deadwood Icon will help you to harvest those spawns manually. The gatherers will be in charge to collect those.

Fixes :
Fixed smaller barns dummies. Citizens will now get to the doors to pickup things.
Fixed Covered stockpile building process. you should get a proper build UI now.

Changes:
You will need 3 thatched-fodder now to make 1 shot of firewood (down from 5)
Made the grass available quicker for harvest in hope to boost the fodder farmers building.
Took out all extra storage flags from canal dock.
Added Firefighting capability to the water well.
Added auto pickup button on crops and orchards.
Seedings value is now 2 value.
Deleted the precious flag from all merchants, they wont try to sell you those anymore. they will still accept yours.
Mines&Quarries: It will be alot faster to get resources from all the mines and quarries.
Changed prices of those resources and lowered the amount sold from merchants in counter measures.
All professions should be in alphabetical order now.
I doubled the working units to build a root cellar.
I added a minimize button on all building windows i could add.

i lowered the amount of food across the board from -0.1% to -10%. fish got up though and greenhouse are 10% faster. Raw meat got the biggest cut, although the lowest new ones got boosted (hare/birds).
All 2nd tier processed food stayed the same though.

Various changes to work required to craft items in many buildings.


Bugfixes Beta 12b :
fixed the Water Well. i deleted all the fightfighting thing from it.

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

Build Beta 13 is available !!!!:

Changed all the tavern/alcohol production chain. Although you will able to continue to make the old ale (which has been lowered to 6 value), you will now able to make beer and strong beer.
A new building has been made : The MaltHouse. This new building will take your grain and make a new resource: malt. the tavern will take your malt and make beers of it. Strong beer will also require hops resource, the value of beer will be 8 value, strong beer will have a value of 10. A new orchard plant : Hops has been made.

it is possible i made some tweaks here and there... but i can't remember what ^^ hehe

WARNING Save Compatibilities: you ABSOLUTELY need to destroy all your taverns in all your RK Ed save games before making the switch or you wont be able to load those save games. This is because the look of the tavern has changed, making it non compatible with old vanilla tavern.

Enjoy !!
Title: Re: RKEditorChoice BETA07 open
Post by: RedKetchup on February 03, 2018, 11:05:52 AM
* INFOS *

Housing Fuel Per Resource :

Vanilla Housing:
- Wood House: FuelPerResource:60
- Stone House: FuelPerResource:90
- Hostel : FuelPerResource:85

NMT Little House:
- Classic Stones: FuelPerResource:90
- Old Stones: FuelPerResource:90
- Red Bricks: FuelPerResource:98
- Sand Bricks: FuelPerResource:98
- Fire Bricks: FuelPerResource:98
- Church Stones: FuelPerResource:90
- Chapel Stones: FuelPerResource:90
- Old Wood Lumber: FuelPerResource:70

NMT Multi-Floor Housing:
- Classic Stones:
- - Floor1: FuelPerResource:92
- - Floor2: FuelPerResource:96
- - Floor3: FuelPerResource:100
- Old Stones:
- - Floor1: FuelPerResource:92
- - Floor2: FuelPerResource:96
- - Floor3: FuelPerResource:100
- Red Bricks:
- - Floor1: FuelPerResource:106
- - Floor2: FuelPerResource:110
- - Floor3: FuelPerResource:114
- Sand Bricks:
- - Floor1: FuelPerResource:106
- - Floor2: FuelPerResource:110
- - Floor3: FuelPerResource:114
- Fire Bricks:
- - Floor1: FuelPerResource:100
- - Floor2: FuelPerResource:104
- - Floor3: FuelPerResource:108
- Church Stones:
- - Floor1: FuelPerResource:98
- - Floor2: FuelPerResource:102
- - Floor3: FuelPerResource:106
- Chapel Stones:
- - Floor1: FuelPerResource:98
- - Floor2: FuelPerResource:102
- - Floor3: FuelPerResource:106
- Old Wood Lumber:
- - Floor1: FuelPerResource:72
- - Floor2: FuelPerResource:76
- - Floor3: FuelPerResource:80


Tools, costs , quality and values:

All Tools have 1-2 created (non-Ed - Educated)

Wooden Tool :
- cost to make: 2 Logs.
- quality: 50 durability.
- value:  4 trade value.

Stone Tool :
- cost to make: 1 Log + 1 Stone.
- quality: 75 durability.
- value:  6 trade value.

Copper Tool :
- cost to make: 1 Log + 1 Copper.
- quality: 90 durability.
- value:  8 trade value.

Iron Tool :
- cost to make: 1 Log + 1 Iron.
- quality: 100 durability.
- value:  8 trade value.

CopperAlloy Tool :
- cost to make: 1 Log + 1 Iron + 1 Copper.
- quality: 160 durability.
- value:  10 trade value.

Steel Tool :
- cost to make: 1 Log + 1 Iron + 1 Coal.
- quality: 200 durability.
- value:  10 trade value.

Carbon Tool :
- cost to make: 1 Log +2 Iron +2 Coal.
- quality: 300 durability.
- value:  15 trade value.

Title: Re: RKEditorChoice BETA07 open
Post by: RedKetchup on February 03, 2018, 11:27:24 AM
for those who have participated to the Beta 06 and older.... let me know please if it is "save compatible" with beta 06 saves
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 03, 2018, 02:39:24 PM
*****************

Bugfixes Beta 08:

Fixed the new boars and birds wildlife walking animations : they were not facing the good direction when walking.
fixed woodcutter window.
fixed status window which did lost its extended flags.

They were annoying visual bug, not critical. it is save compatible with beta 07
Title: Re: RKEditorChoice BETA08 open
Post by: adelegarland on February 03, 2018, 02:44:11 PM
Red, you say no red creamery, is that main and cows?
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 03, 2018, 02:49:34 PM
Quote from: adelegarland on February 03, 2018, 02:44:11 PM
Red, you say no red creamery, is that main and cows?

yes both integrated
Title: Re: RKEditorChoice BETA08 open
Post by: adelegarland on February 03, 2018, 02:50:27 PM
RED -yes it is save compatible!
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 03, 2018, 02:51:00 PM
Quote from: adelegarland on February 03, 2018, 02:50:27 PM
RED -yes it is save compatible!

thanks you !!
:-*
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 04, 2018, 06:34:43 AM
I did put some valuable Data in here : http://worldofbanished.com/index.php?topic=2253.msg45502#msg45502 (http://worldofbanished.com/index.php?topic=2253.msg45502#msg45502) the "reserved" 2nd reply of the post.
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 04, 2018, 02:11:50 PM
Wow.  I downloaded this to give it a try since I've used and liked your previous NMT mods, but imagine my surprise when I realize when starting the game that the barn is yours and when I go to place my first buildings I find you've changed the "normal" houses so that they look like yours.
Awesome. I've always liked the look of this mod and now you've added another dimension by making it a mini NMT game. I love the added "headache" of using lumber to build some of the buildings I used to just throw up quickly, you're making me think Red. I'll be using this one exclusively for awhile.
Great work, great mod. My hat is off to you sir.  :D ;D :)
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 04, 2018, 02:20:19 PM
Quote from: carolinafan95 on February 04, 2018, 02:11:50 PM
Wow.  I downloaded this to give it a try since I've used and liked your previous NMT mods, but imagine my surprise when I realize when starting the game that the barn is yours and when I go to place my first buildings I find you've changed the "normal" houses so that they look like yours.
Awesome. I've always liked the look of this mod and now you've added another dimension by making it a mini NMT game. I love the added "headache" of using lumber to build some of the buildings I used to just throw up quickly, you're making me think Red. I'll be using this one exclusively for awhile.
Great work, great mod. My hat is off to you sir.  :D ;D :)


i am glad to hear that it surprised you in a good way :)
there will be more to come :)

enjoy!
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 04, 2018, 07:31:17 PM
Great just keep 'em save compatible. LOL. :D
Title: Re: RKEditorChoice BETA08 open
Post by: wiscoke on February 06, 2018, 11:13:34 AM
great mod with great music. I like it how you change all the vanilla buildings. its only strange that you did'nt make your own version of a chapel. or will it be changed in the final version?
Title: Re: RKEditorChoice BETA08 open
Post by: adelegarland on February 06, 2018, 02:15:34 PM
@RedKetchup - Just a quick glitch report...  The salt mine has coal limits in the UI, is salt counted as coal?
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 06, 2018, 02:45:47 PM
Quote from: adelegarland on February 06, 2018, 02:15:34 PM
@RedKetchup - Just a quick glitch report...  The salt mine has coal limits in the UI, is salt counted as coal?

the old name "coal" as limit is supposely named now " Minerals" and yes , Salt is a mineral.
yeah need to fix the "name" Coal" at your screen, should see Minerals.
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 06, 2018, 05:12:47 PM
Question for you all. I'm kinda new to these production chains, but is there a good way to store and separate the fodder and firewood? Seems to be affecting my woodcutter and his production. He stops making firewood because so much fodder has been picked up and stored.
Not a problem just something I'm not used to dealing with.
Great time using this so far Red, I'm enjoying the process, and the new ways of planning out my cities.  ;D
Title: Re: RKEditorChoice BETA08 open
Post by: Nilla on February 07, 2018, 07:39:51 AM
@carolinafan95, I´m learning these things, too. I wrote a little about it in my blog. http://worldofbanished.com/index.php?topic=2256.msg45614#msg45614
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 07, 2018, 03:47:45 PM
Thanks Nilla, just finished reading your blog and the others posts. I'll continue to watch production and see where it goes. No other mods are being used so I know there isnt interference from another mod. Just not used to the firewood and thatch/fodder being used like this. Its another challenge to work on. Just built a fodder barn and farmer/collector so I'll see what help that turns out to be.
Thanks again and good luck on your end as well. :)
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 07, 2018, 04:57:31 PM
i am quoting a statement i did today in @Nilla  Blog :

QuoteAnd I will do it :) i will delete "fuel" "woodfuel" flags and it will be back to "custom4 - Natural resource harvested not through mining. aka: Materials flag" (i will have to change flags of stables)
And yes i can do a "cow stable that produce milk" to compensate :)
That way it will stop to mess around with your firewood production :)


so probably, to get used to the new dynamic will maybe less a priority since i will make it so it wont interfere with your firewood chain anymore :)
you will have to just to deal with it in wait to get the new weekend beta build  ;D
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 07, 2018, 06:22:43 PM
Thanks Red, but no problem either way. I just wasnt used to having the fodder and firewood together. Having them separate will be easier to keep track of, but I dont mind the challenge of using them together.
I'm enjoying the mod and will go with whatever you want it to be. Just wish I had more time to play right now. Real life keeps getting in the way. :P
But I'm ready for another update. ;D More buildings or just adjustments? :)
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 07, 2018, 06:47:15 PM
Quote from: carolinafan95 on February 07, 2018, 06:22:43 PM

But I'm ready for another update. ;D More buildings or just adjustments? :)


both. adjustments, tooltips/windows fixes, and adding buildings
Title: Re: RKEditorChoice BETA08 open
Post by: carolinafan95 on February 08, 2018, 03:23:46 PM
Thanks Red, I'll be looking for it this weekend.  ;D
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 10, 2018, 05:28:53 PM
Ya' know what would be cool? If you were to add the storage capacities on the tool tips for the barns.  :)
Also, maybe add the residence capacities on the houses?  ;)
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 11, 2018, 04:08:28 PM
@RedKetchup - OK! I'm confused again. The Town Hall Inventory list shows 0 coal. The coal limit is set at 200. The coal pit mine says it's reached its limit.
What else does your mod consider coal?
Title: Re: RKEditorChoice BETA08 open
Post by: Discrepancy on February 11, 2018, 05:25:35 PM
Coal storage flag is known as Minerals, so I'd guess the Copper Ore, Iron Ore and other ores you have in your inventory are making the coal limit reached - Minerals (harvested natural resources through some kind of mining . Copper/Tin/Iron Ores)
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 11, 2018, 06:08:30 PM
Ah! I guess that what it is. It looks like Red could edit the Iron Quarry window to not show coal, since coal isn't mined from that pit.

Thanks @Discrepancy.  :)
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 11, 2018, 07:50:52 PM
yeah there is a typo error on some limits specially the coal one which is in fact all minerals. it is linked to old string table of the game instead the new limit stringtable.


a good while we dont have @Nilla  posting !
did you gave up @Nilla ??
Title: Re: RKEditorChoice BETA08 open
Post by: Turis on February 12, 2018, 03:02:32 AM
Did @Nilla get tired of my stupid posts? ::)
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 12, 2018, 03:01:20 PM
So I built a Wooden Butcher and at first he made Beef Steak. After a while he switched over to Bison Steak. The Bannies seem to like the Bison Steak but there's been 2925 Beef Steak in inventory for a couple of years. Seems the Bannies don't care for Beef Steak, although they do like beef.

Is Beef Steak for export/trade only?
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 12, 2018, 04:15:52 PM
Never mind. Finally, after about 3 or 4 years of the inventory count on Beef Steak staying at 2925, some Bannies came along and grab 11 of them.  ;D
Title: Re: RKEditorChoice BETA08 open
Post by: Nilla on February 13, 2018, 01:16:37 AM
Sorry. I didn´t tell but I was away the weekend. But now I´m back. I even played a little late yesterday. I´ll write a little later.
Title: Re: RKEditorChoice BETA08 open
Post by: Agnes53 on February 15, 2018, 10:20:09 AM
Hi all! I am testing this beta08, and I really like it. I have a couple of issues: 1. I cannot collect any copper ore in the ground, just stone, Wood and iron ore. 2. I bought some mango seeds from a merchant. A couple of years later I had lemon harvested...
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 15, 2018, 01:00:56 PM
Quote from: Agnes53 on February 15, 2018, 10:20:09 AM
Hi all! I am testing this beta08, and I really like it. I have a couple of issues: 1. I cannot collect any copper ore in the ground, just stone, Wood and iron ore. 2. I bought some mango seeds from a merchant. A couple of years later I had lemon harvested...

Did you click on the right button in the toolbar and select the right pile of stone? See the attached screenshot.
That button also collects Gold Ore and Silver Ore (see the second screenshot).

Just for the heck of it, here's a screenshot (the third one) I took of some psychedelic cows. LOL!
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 15, 2018, 09:37:37 PM
Quote from: Agnes53 on February 15, 2018, 10:20:09 AM
I bought some mango seeds from a merchant. A couple of years later I had lemon harvested...


sorry ! it is really a bug there : it produce lemon :(
it is fixed now for the next Beta build of this weekend.
Title: Re: RKEditorChoice BETA08 open
Post by: Agnes53 on February 16, 2018, 08:09:18 AM
Did you click on the right button in the toolbar and select the right pile of stone? See the attached screenshot.
That button also collects Gold Ore and Silver Ore]

Yes, I click on that button in the toolbar, but I still can´t find any copper, gold and silver ore. I´ve been looking everywhere on the map. Can it be one of my other mods that conflicts with this beta mod?
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 16, 2018, 08:14:57 AM
Quote from: Agnes53 on February 16, 2018, 08:09:18 AM
Did you click on the right button in the toolbar and select the right pile of stone? See the attached screenshot.
That button also collects Gold Ore and Silver Ore]

Yes, I click on that button in the toolbar, but I still can´t find any copper, gold and silver ore. I´ve been looking everywhere on the map. Can it be one of my other mods that conflicts with this beta mod?

you absolutely need to have this mod on top of your list and start a new map
Title: Re: RKEditorChoice BETA08 open
Post by: brads3 on February 16, 2018, 09:45:53 AM
what mod do you think is conflicting and stopping the copper from appearing? what start mods are you using?
Title: Re: RKEditorChoice BETA08 open
Post by: brads3 on February 16, 2018, 09:47:02 AM
@Agnes53  can you order the copper ore from a merchant to supply the town? might save you having to start over.
Title: Re: RKEditorChoice BETA08 open
Post by: taniu on February 16, 2018, 02:44:29 PM
@RedKetchup  :D :D :D
Title: Re: RKEditorChoice BETA08 open
Post by: Turis on February 16, 2018, 05:05:28 PM
The only thing I want to have on top of me is a couple of blankets.  ::)
Title: Re: RKEditorChoice BETA08 open
Post by: brads3 on February 16, 2018, 05:58:07 PM
what no cute blondes?
Title: Re: RKEditorChoice BETA08 open
Post by: Turis on February 17, 2018, 02:17:39 AM
In the bathtub.
Title: Re: RKEditorChoice BETA08 open
Post by: Agnes53 on February 17, 2018, 02:27:11 AM
Now I know what´s wrong. I used a map from CC. Started a new vanilla map, and now I have plenty of copper, gold and silver ore...  :)
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 17, 2018, 04:38:10 AM
Quote from: Agnes53 on February 17, 2018, 02:27:11 AM
Now I know what´s wrong. I used a map from CC. Started a new vanilla map, and now I have plenty of copper, gold and silver ore...  :)

those are map generation. if you want those on the ground you need to generate your map with my settings.
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 17, 2018, 04:39:49 AM
Quote from: Agnes53 on February 17, 2018, 02:27:11 AM
Now I know what´s wrong. I used a map from CC. Started a new vanilla map, and now I have plenty of copper, gold and silver ore...  :)


certainly a very big change of scenies ^^ like going from normal life to the famous paradise :)
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 17, 2018, 06:36:30 AM
After the topic about @kid1293's Forest Pond, I started thinking that maybe the water texture for your pit mines - after demolition - wasn't right on my machine, so I thought I'd post a shot here.
Title: Re: RKEditorChoice BETA08 open
Post by: Turis on February 17, 2018, 06:40:54 AM
It looks like a bottomless pit!

screams: "THIS IS SPARTA!!!" and kicks Hawk into the death pit.
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 17, 2018, 08:13:15 AM
Quote from: Hawk on February 17, 2018, 06:36:30 AM
After the topic about @kid1293's Forest Pond, I started thinking that maybe the water texture for your pit mines - after demolition - wasnt' right on my machine, so I thought I'd post a shot here.

thats the game doing this, it is normal and always been.
if you were able to delete completly the stone quarry it would look like that.


use the flatten tool to make it up

i am presently making a CandleMaker building so you can make Candles from Apiary Beewax and upgrade the mines to another deeper level (CC technology of refresh mines)
i am using the same "look" of GemCutter/JewelMaker type of buildings for my design of CandleMaker
Title: Re: RKEditorChoice BETA08 open
Post by: Hawk on February 17, 2018, 09:11:35 AM
Quote from: RedKetchup on February 17, 2018, 08:13:15 AM
Quote from: Hawk on February 17, 2018, 06:36:30 AM
After the topic about @kid1293's Forest Pond, I started thinking that maybe the water texture for your pit mines - after demolition - wasn't right on my machine, so I thought I'd post a shot here.

thats the game doing this, it is normal and always been.
if you were able to delete completly the stone quarry it would look like that.


use the flatten tool to make it up

I've been doing that. That's why I never mentioned the water before, because it wasn't a big deal, but after the chat in the other topic I thought I'd mention it here.  :)

Now I know it's normal so I won't give it another thought.  ;D
Title: Re: RKEditorChoice BETA08 open
Post by: brads3 on February 17, 2018, 10:27:20 AM
does that mean the apiary will produce wax and honey at the same time or will it be either or ??same question for the creamery or dairy. will it produce only 1 item at a time or a random mix? i have an old dairy now,i think it came with CC,that produces butter,cream,and cheese all without changing the output.
Title: Re: RKEditorChoice BETA08 open
Post by: RedKetchup on February 17, 2018, 10:32:51 AM
you usually choose which one :P

if i make it random... it will play on the food/year and you can maybe get tons of beewax... without being in need
Title: Re: RKEditorChoice BETA08 open
Post by: kid1293 on February 17, 2018, 10:58:09 AM
...and if you have random - If one limit is reached, it will stop production!
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 17, 2018, 03:48:55 PM
New Beta 09 is available !!! :

Bugfixes/changes:
1. i changed the original CC Barley and i added more plants.
2. i was really not satisfied about the strawberries plant, i redid it completly.
3. i really disliked the footprint of the market and medium market. i didnt liked the stone imitation on the ground footprint. so i deleted the stones.
4. i moved up the nenuphars in the ponds, it was looking weird to me, they seemed to be under water.
5. i fixed the Tailor window and gave it its own window layout instead it is set on the blacksmith one.
6. i made a new recipe to the tailor and give the possibility to make warm winter coats from fur.
7. i fixed a granary foundations graphical glitch.
8. i am trying again to fix the blue berries amount. ^^
9. i deleted the fuel and woodfuel flags to the Fodder-Thatch raw material. so it wont mess up with fuel limits but wont be used to warm houses anymore.
10. i fixed the "coal" limit name and icons of the quarries.
11. i added storage capacity of all the barns tooltips.
12. i made new "highlight" models of woodcutter / florist / herbalist / fodder farmers to get rid of "unecessary" yellow lines all around semi transparent planes (mainly plants).

New Buildings:
1. A new Covered Stockpile Set : with a barn looking and some roof tiles that cover stockpile materials. they also have a +50 weight bonus of capacity per tile.
2. The Barber Shop is back. It has been designed to fit under multi-lvl housing.
3. The Dentist is back. It has been designed to fit under multi-lvl housing.
4. The Clinic is back. It has been designed to fit under multi-lvl housing.
5. The Bath House is back. It has not been designed to fit under multi-lvl housing though. it will now allow your citizens to get health back by taking a medicinal herb bath.
6. A new Hardware & Co. Store. It has : Wood | Fuel | CoalFuel | Iron | Custom5 ( coalfuel = Minerals, custom5 = Construction ) as flags. It has been designed to fit under the multi-level housing.
7. A new Grocery Store. It has : Edible | Protein | Vegetable | Fruit | Grain as flags. It has been designed to fit under the multi-level housing.
8. A new Supplies & Goods Store. It has : Custom1 | Custom4 | Custom6 (Custom1 = Forged, Custom4 = Material like sand, Custom6 = Precious) as flags. It has been designed to fit under the multi-level housing.
9. A new Fabrics & Co. Store. It has : Textile | Custom2 (Custom2 = Fabrics like cloth and linen) as flags. It has been designed to fit under the multi-level housing.
10. A new Candle Maker building appeared. It will take 30 Beeswax and do 3-4 Candles. Candles are required to renew your open sky mines and renew its resources by opening new deeper levels.
11. All 3 Open sky Mines can now be upgraded to 3 deeper levels. lvl 2 will allow you to get 3000 extra resources. lvl 3 up to 4000 extra resources. (the standard mine has a limit of 2000 resources)

Enjoy !!!

PS.: Should be saves compatible without problems out of a little weird glitch about the wild strawberries which will have a weird red looking. a new game will have those perfect.
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 17, 2018, 04:00:51 PM
how bout an updated list of the limit flags what is under them ,and possable storage or market options?
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 17, 2018, 04:06:21 PM
Quote from: brads3 on February 17, 2018, 04:00:51 PM
how bout an updated list of the limit flags what is under them ,and possable storage or market options?

you mean list all flags and give the list of ALL the items that fall under that flag ?
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 17, 2018, 04:20:09 PM
yes. i think it would help to add it to the download page as well for new players or even some who don't play often.you did add many different products that most don't use already.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 17, 2018, 04:23:56 PM
i ll do it :) just maybe... not tonight... like i will do it tommorow :)
a bit tired after this big push today ^^ a 10hrs work.
Title: Re: RKEditorChoice BETA09 open
Post by: taniu on February 17, 2018, 06:21:20 PM
@RedKetchup :D Thank you for your hard work with this mod. Cheers!
Title: Re: RKEditorChoice BETA09 open
Post by: Hawk on February 17, 2018, 07:01:52 PM
Quote from: taniu on February 17, 2018, 06:21:20 PM
@RedKetchup :D Thank you for your hard work with this mod. Cheers!

I second that.  ;D
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 18, 2018, 12:57:39 AM
Thank you @RedKetchup. This is perfect timing! I think, that I've tested the 08 as far as it could get. I'll write a little about it later and will start a new game tonight. :)
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 19, 2018, 02:35:47 AM
I started a game yesterday but got a weird bug.

I've built a small covered stockpile area: one larger 4*4 that look like a barn for logs and firewood, on the left side a stockpile 2*4 for minerals and ore with the small gosted roofs right the same for stone and construction.

First everything worked just fine. But after a while they don't store logs anymore. You can see the logs left outside. From time to time someone takes a few logs and tries to put them in the store, but often the same person pick them up and carries them out again. There are 131 firewood in the store, that's 11%, so it should be a problem. It looks like they enter the "stockpile barn" from the left side, where the ore pile is. It's filled to about 50%. Can this be the problem? You can't build these covered stockpile this close?

I will go on and see, if I can find any reason for this strange behaviour. But maybe someone here has an idea.

Another couple of things about the covered stockpiles:

I don't know how to demolish these roofs. I built the red marked piece wrong and want to get rid of it. How?

Look in the blue circle. If you use several of these ghosted roofs, the post that holds the roof is double, one from each roof. I find, it would look better, if the right pole from one roof tile would be on the same spot as the left pole from the neighbor (if you understand what I mean), so it would look like only one. But maybe it's not possible to make it like that.

I wouldn't mind, if these roofs would cost some material to build, but on the other hand, this way we can build it right from the start. Or maybe it could at least cost a little worktime; they use spare wood but need some time to build it.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 19, 2018, 04:14:12 AM
it is a weird bug effectively. because the flags are ok, i ve just checked the flags for the FireLog one and it id OK

StorageDescription storage
{
   RawMaterialFlags _storageFlags = Wood | Fuel;
   bool _areaBasedLimit = true;
   bool _available = true;
   int _volumeLimit = 300;
}

Maybe if i add "WoodFuel" can resove it ?
about the wood beams that support the roof, i found it hard to set it up because it use the pasture technology and the game controle it as it wants, turning the pieces around as it likes when it times to set the corners. but i ll see what i can do.

maybe the weird behavior comes the fact you didnt let an empty space between the covered stockpile and the next stockpile next to it ?? (it is a pasture tech, not a real stockpile tech ... maybe it needs some access space or road ?)

if i look to your blue circle, the stockpile that is there, isnt a mineral stockpile ? because i see some ore......
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 19, 2018, 04:29:19 AM
This is the weirdest bug!

I ran some tests. All from the same save.

First i just waited, to see what happened if the amount of firewood got down. No effect, still no logs in that store.

Then I built another store for minerals and ore and demolished the one directly beside. No effect, still no logs in that store.

Then I built a normal stockpile to get rid of the logs stored outside. That was the "thing". As soon as these logs were gone, the fuel and log stockpile worked again. Note, the stores directly beside are still there and work.

I have absolutely no explanation for this: First it worked, then not, then again without no big changes. I will try to recreate the bug. I have one very early save from this game before I started to build.


Title: Re: RKEditorChoice BETA09 open
Post by: Turis on February 19, 2018, 04:43:56 AM
@Nilla Maybe you have a ghost in your PC. toorooroo... toorooroo... toorooroo :o
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 19, 2018, 05:06:56 AM
You might very well be right @Turis. I get more and more confused.

I tried to recreate the bug.

Started the early save, made the same things. No bug.

Started the save from yesterday with the bug. Tried to recreate the "bug diseappering" by building a normal stockpile for the stored logs. Bug still there.

I got a probably stupid thought about where this ghost may come from. I think about the feathers some people got in the North, were there are no feathers and they also didn´t seem to have any mods with feathers loaded. I also know myself, that I had visits from CC merchants in villiges where I didn´t play CC. Could these problems maybe be a "ghost" grom my earlier North game? We all know that @Tom Sawyer uses the "flags" differently? I haven´t kept the North in the WinData, just to avoid these kind of things, but maybe it still has its ghost over this game?

Edit: tried a third time to get rid of the bug by building a normal stockpile. This time I got rid of it again: Seem to be pretty random.

Edit2: ran the game from the same save without doing anything, to see if the bug goes away "by itself", but it didn´t. I ran the game more than a year.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 19, 2018, 05:51:44 AM
probably, the path is blocked by 1 of the wood resource on the ground, they cant take it since no place available in their path to put inside a storage place (the path being blocked) and since you dont have anywhere else they cannot put it (till you build one somewhere) it stay there in wait to find a place to put it.

eventually , the game would resolve by itself cause it takes like 5 years before the resource disappear by itself. if it makes sense.


the main difference with a real stockpile probably there is more "acceptable" entries to a stockpile to compare a pasture.
Title: Re: RKEditorChoice BETA09 open
Post by: Hawk on February 19, 2018, 06:47:36 AM
Don't you always have to make sure the southwest corner of a stockpile is not blocked?
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 19, 2018, 07:12:24 AM
Your explanations make sense, @RedKetchup. Thanks! It's nice to understand what happened. :)

@Hawk,  I don't think, you need any special site to be accessable by normal stockpiles. In my larger towns I use to squeeze in stockpiles (for logs and firewood) in every empty space. As long as one side has an access, I've never had any problems. But here it might very well be something like that.

I guess we must learn to be more careful, when we use these covered stockpiles.

Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 19, 2018, 08:00:19 AM
Nilla when you switched game from CC to the north and now to RED's mod,did you clear the registry? i am sure you took the files out of the windata folder. there are times a mod can get hung up in the registry and still affect a game. when i do a major change to my mod order i take the time to delete about everything in the registry. it has solved some weird issues. hopefully it was just blocked and is fixed as RED explained.
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 19, 2018, 08:02:48 AM
What do you mean when you say "clear the registery"?
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 19, 2018, 08:23:46 AM
using REGEDITT and delete the entries under banished. somewhere i read an explanation of how to do it. the way i have my game installed,i can actually delete everything inside it. then i have to completely reset all the settings. theres a few really old mods that were known to hang up and conflict even after they were disabled and removed from the game folders.
        i mention it cause i have seeen odd things since the 1.07 upgrade.mods that should not affect each other and sometimes 3 mods interacting to cause an issue.
Title: Re: RKEditorChoice BETA09 open
Post by: Turis on February 19, 2018, 09:04:22 AM
Does Ccleaner clear the registry? I use it for exactly that, but, I have the feeling that only clears it for uninstalled games and doesn't for still installed games. Am I wrong in my assumption?
Title: Re: RKEditorChoice BETA09 open
Post by: Hawk on February 19, 2018, 03:15:50 PM
Quote from: Nilla on February 19, 2018, 07:12:24 AM
@Hawk,  I don't think, you need any special site to be accessable by normal stockpiles. In my larger towns I use to squeeze in stockpiles (for logs and firewood) in every empty space. As long as one side has an access, I've never had any problems. But here it might very well be something like that.

I guess we must learn to be more careful, when we use these covered stockpiles.

That must be something that applies to crop fields and maybe orchards. Maybe it doesn't apply to stockpiles.

Quote from: Turis on February 19, 2018, 09:04:22 AM
Does Ccleaner clear the registry? I use it for exactly that, but, I have the feeling that only clears it for uninstalled games and doesn't for still installed games. Am I wrong in my assumption?

No! CCleaner will not do this job. It needs to be done manually when yu uninstall mods from Banished.

Basically you open the Run command and type "regedit" (without the quotes). That opens the registry. Then navigate to HKEY_CURRENT_USER\Software\Shining Rock Software LLC\Banished and scroll down the list on the right until you find entries that say ModEnabled_***** and ModIndex_******.
Those are all the registry entries for mods installed.

Mods that you have installed/enabled will say true beside the ModEnabled_*** listing. If it says false, that is a mod you have disabled but still in the WinData folder.

In the screenshot below, note ModEnabled_KidForestOutpost REG_SZ says false. If I wanted to clear that mod from Banished I would  delete that mod from the WinData folder, then delete that entry and the entry that says ModIndex_KidForestOutpost REG_SZ 13 from the registry.

When deleting a bunch of mods, say going from Red's Editor Choice mod to The North, and all associated mods, you would definitely want to clean the registry of all the old mods before installing the new.
If you don't then the registry is trying to tell the game that those mods are still enabled and if they're not in the WinData folder it's going to cause the game to scratch it's head and start doing weird things.

Note! You need to be very careful when editing in the registry. A wrong edit could cause all kinds of problems.
Title: Re: RKEditorChoice BETA09 open
Post by: Turis on February 19, 2018, 03:27:38 PM
Okay
Title: Re: RKEditorChoice BETA09 open
Post by: Hawk on February 19, 2018, 03:29:07 PM
Here's a couple topics over at @Paeng's forum that explains things a bit better than I did.

https://www.tapatalk.com/groups/banishedpeople/starting-a-new-game-without-crash-t268.html

https://www.tapatalk.com/groups/banishedpeople/about-fatal-error-in-runtime-x64-and-more-t109.html
Title: Re: RKEditorChoice BETA09 open
Post by: Gatherer on February 19, 2018, 03:46:19 PM
@Hawk
@Turis

You could do the same with "Create sorted list of Banished mods" - release 6b by Gordon Dry.

http://worldofbanished.com/index.php?topic=790.0 (http://worldofbanished.com/index.php?topic=790.0)

Works for me. No need to open and clear the registry manually.
Title: Re: RKEditorChoice BETA09 open
Post by: Hawk on February 19, 2018, 04:05:29 PM
I saw that topic @Gatherer but I'm a bit more comfortable doing it myself. I'm just funny that way.  ;D
Title: Re: RKEditorChoice BETA09 open
Post by: Turis on February 19, 2018, 04:07:07 PM
@Gatherer Thank you! Thank you! Thank you!
I had hundreds of entries in the registry of all the mods I played since I got the game. Everything was fixed in an instant!!! ;D
Title: Re: RKEditorChoice BETA09 open
Post by: Turis on February 20, 2018, 10:09:14 AM
Well, I started to play after the registry cleaning and found the game runs a bit faster than usual. ;D
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 20, 2018, 01:15:55 PM
looks someone found a crash and provided me the save.

i thought i found it but further testing has proven me that wasnt that (gatherer hut)
since happended a couple of time with gatherer hut disabled.

but i think it is related to food though but still try to figure out and pinpoint the problem.
it is still happening when 1 of the food producer are ON ... like crops... hunters... pasture... gatherer...
Title: Re: RKEditorChoice BETA09 open
Post by: pappa on February 23, 2018, 01:42:27 PM
Thank you Red
Title: Re: RKEditorChoice BETA09 open
Post by: Agnes53 on February 24, 2018, 01:56:04 AM
Hi all! I love to play Banished using this mod. But I have an issue. I have a pasture with a lot of sheep. From the beginning there was just two sheep and they produced a lot of wool. Now when the pasture is filled with sheep, they have stopped produce wool, just mutton and bonemeal, and I need wool for my tailors. What can I do?
Title: Re: RKEditorChoice BETA09 open
Post by: Nilla on February 24, 2018, 02:18:34 AM
What other mods do you have? I have full pastures with sheep in my game with this mod only. No problems with wool production. Bonemeal is a CC product, (my pastures produce no) so it looks like there´s some influence from CC in your game, that also disturb the wool production.
Title: Re: RKEditorChoice BETA09 open
Post by: Agnes53 on February 24, 2018, 03:29:56 AM
Well, I have two mods from BlackLiquid Team that perhaps can cause this issue, Busy Pastures and Livestock for trade. I shall enable these, and see what happens.
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 24, 2018, 06:51:37 AM
did you try to adjust the number of sheep in the pasture? there should be a lslide button at the bottom of the window.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 24, 2018, 07:08:16 AM
Quote from: Agnes53 on February 24, 2018, 01:56:04 AM
Hi all! I love to play Banished using this mod. But I have an issue. I have a pasture with a lot of sheep. From the beginning there was just two sheep and they produced a lot of wool. Now when the pasture is filled with sheep, they have stopped produce wool, just mutton and bonemeal, and I need wool for my tailors. What can I do?

if they produce bonemeal for sure you have an extra mod that you enabled and which is faulty. it is impossible to have bonemeal from my mod, it never heard that name. so yeah you added a CC mod to it and now you dont have wool anymore.

Now tell me @Agnes53  did you placed that CC mod ontop of the list, ahead of RK Ed or did you placed it below, under ?
Title: Re: RKEditorChoice BETA09 open
Post by: taniu on February 25, 2018, 12:30:05 AM
@ RedKetchup :D I have a huge request, I do not know if you agree - but I am asking you about my long online knowledge, I know that you have a wonderful heart, can you for my do a separate "Orchard" ? I do not know if you added something to the field? if so - then also please - when it comes to
"RKEditorChoice BETA09" - it's fantasic - Thank you .Cheers! :D
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 25, 2018, 09:03:06 AM
when you incorporated the nat div mod,did you consider adding the wild food plants and herbs? are there suppose to be wild bison or just chickens and pigs?
     so far i see less wild foods this way.it does pick up a little bit after a couple years.i also see a lot of rocks.stone,iron,and copper.i haven't ran a full play yet. i did run several tests for a couple years. trying to figure out mod order and what will work. down to 3 blank tags,part of which is the CC orchard foresters.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 25, 2018, 10:41:08 AM
i have my own wild fruits :)
Title: Re: RKEditorChoice BETA09 open
Post by: Agnes53 on February 26, 2018, 09:51:58 AM
Quote from: RedKetchup on February 24, 2018, 07:08:16 AM
Quote from: Agnes53 on February 24, 2018, 01:56:04 AM
Hi all! I love to play Banished using this mod. But I have an issue. I have a pasture with a lot of sheep. From the beginning there was just two sheep and they produced a lot of wool. Now when the pasture is filled with sheep, they have stopped produce wool, just mutton and bonemeal, and I need wool for my tailors. What can I do?

if they produce bonemeal for sure you have an extra mod that you enabled and which is faulty. it is impossible to have bonemeal from my mod, it never heard that name. so yeah you added a CC mod to it and now you dont have wool anymore.

Now tell me @Agnes53  did you placed that CC mod ontop of the list, ahead of RK Ed or did you placed it below, under ?


The CC mod was below your mod, but I assume that I have to disable CC Journey and all the CC mods, if I want to use your BETA-mod.
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 26, 2018, 10:27:15 AM
i'd disable the CC journey and run it.i don't think the other CC parts will add bonemeal. once you restart the game,open the debug and hit the star to make all items visible to the inventory. quick place a townhall and check the inventory for blank tags. the orchard forests do give a couple for the mulberry trees,i have been adjusting my mod order and have 3 blank tags.i didn't see any bonemeal in some quick tests though.
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 26, 2018, 12:42:11 PM
just want to say  a big thank you for all the hard work not only by RED but also the testers.you all have a lot of time in finding glitches and twaaking the mod.it is a huge set. big accomplishment. you all are appreciated for the efforts.i am sure RED and the other modders will agree that more feedback is quite helpful. not inly does it help catch issues, but also brings new ideas for more mods. nice job by all.
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 26, 2018, 01:30:39 PM
np :)

of course if you can find your 3 blank tags... it will be better. any hints ?
Title: Re: RKEditorChoice BETA09 open
Post by: brads3 on February 26, 2018, 01:53:05 PM
not yet. i do think i have narrowed it down.last test i ran with this mod order shows 2 blank tags.i have been days moving mods around and added new ones.hope to start  a new map this week. stay tuned. :)
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 26, 2018, 01:55:00 PM
so how it is possible to have my RK mod on top and have some blank tags ?
Title: Re: RKEditorChoice BETA09 open
Post by: RedKetchup on February 27, 2018, 04:39:27 AM
Quote from: Agnes53 on February 26, 2018, 09:51:58 AM
Quote from: RedKetchup on February 24, 2018, 07:08:16 AM
Quote from: Agnes53 on February 24, 2018, 01:56:04 AM
Hi all! I love to play Banished using this mod. But I have an issue. I have a pasture with a lot of sheep. From the beginning there was just two sheep and they produced a lot of wool. Now when the pasture is filled with sheep, they have stopped produce wool, just mutton and bonemeal, and I need wool for my tailors. What can I do?

if they produce bonemeal for sure you have an extra mod that you enabled and which is faulty. it is impossible to have bonemeal from my mod, it never heard that name. so yeah you added a CC mod to it and now you dont have wool anymore.

Now tell me @Agnes53  did you placed that CC mod ontop of the list, ahead of RK Ed or did you placed it below, under ?


The CC mod was below your mod, but I assume that I have to disable CC Journey and all the CC mods, if I want to use your BETA-mod.

my mod doesnt modify anything to the sheep files. so if you have a mod that modify them and take out the wool for bonemaul... my RK Mod cannot do anything to it because it doesnt have anything releated to sheep.
Title: Re: RKEditorChoice BETA10 open
Post by: RedKetchup on March 04, 2018, 03:16:59 PM
***************

New Beta 10 :

1. All the NMT3.11Canal System has been fully integrated in RK Editor Choice mod.
2. Added a new building : Old Creamery from NMT2.04. It has the same recipes as Red Creamery but slower.
3. Some crops got their time adjusted for not being rdy to harvest too soon
4. Modified all specialized market to get the sign more visible, some has changed name/flags. and radius has been increased to 25' tiles. 1 more has also been added, Raw Material.
5. Pastures and Cemetary now have a 100% transparent footprint to adapt more easily to different ground textures.
6. The LightHouse is not anymore unique, you can now multiple of those.
7. The fertilizer has changed flag so it doesnt being stored in barns but in stockpiles.
8. All building have thier workers now start at 1 worker by default. You will still able to increase the number of workers as before till you reach the limit of workers that has been set before this beta.
9. Tried to get rid of the moiré in the 2 pits. didnt succeed beyond a certain 50% less moiré. This change will make look your existent pits in a save game looking weird. they will have to be destroyed and rebuild.
10. Made some little tweaks here and there, nothing serious.
11. Changed some numbers in dairy chain to make it more appealing.
12. Added 2 new difficulty level: Adam & Eve and Hard Alternate.


Enjoy !!!
Title: Re: RKEditorChoice BETA10 open
Post by: Nilla on March 04, 2018, 03:42:58 PM
I´ll give it a try! :)
Title: Re: RKEditorChoice BETA10 open
Post by: RedKetchup on March 04, 2018, 03:46:59 PM
EDIT:

11. Changed some numbers in dairy chain to make it more appealing.
12. Added 2 new difficulty level: Adam & Eve and Hard Alternate.
Title: Re: RKEditorChoice BETA10 open
Post by: tuggistar on March 14, 2018, 03:48:38 PM
Redketchup is not known when a stable version of this mod will be released. Thanks for the reply earlier about mod Choochoo 2.0, I will wait for the new version. Thank you. :)
Title: Re: RKEditorChoice BETA10 open
Post by: RedKetchup on March 14, 2018, 04:24:17 PM
Quote from: tuggistar on March 14, 2018, 03:48:38 PM
Redketchup is not known when a stable version of this mod will be released. Thanks for the reply earlier about mod Choochoo 2.0, I will wait for the new version. Thank you. :)

oh it is always stable or i wouldnt release a version !!!
the beta test is for finding any little things that arent set properly like missing tooltips, wrong texts or typos, a building that doesnt accept the proper flag items, how computer handle this, graphic gliches, wrong textures, recipes not working as text suggest... all these kind of things.

but it is always stable
and if some very weird errors which should never happends... i wouldnt even know how to fix those ^^
Title: Re: RKEditorChoice BETA10 open
Post by: tuggistar on March 14, 2018, 04:39:04 PM
Thank you for your reply! Then try to play, mods that are already included completely need to be removed then. And how this mod is combined with the Colonial Charter what you need to put first if you use both.
Title: Re: RKEditorChoice BETA10 open
Post by: RedKetchup on March 14, 2018, 05:05:05 PM
Quote from: tuggistar on March 14, 2018, 04:39:04 PM
Thank you for your reply! Then try to play, mods that are already included completely need to be removed then. And how this mod is combined with the Colonial Charter what you need to put first if you use both.

yeah mods already included should not being loaded with.
will work great with CC, if you put CC first you will get map and things from CC, if you put mine first you will get all my maps and things on the ground :)
i suggest to start with mine first and then later you can experiment playing CC with mine as addon :)
Title: Re: RKEditorChoice BETA10 open
Post by: tuggistar on March 14, 2018, 05:24:50 PM
Thank you! I'll try your RKEditorChoice together with DS.  :)

Edited: How this mod behaves with New Flora and Natural Diversity.

Edited: When I leave the game error occurs, before activating the registry was cleared.

Edited: What mod you add further to Rkeditorchoice.
Your collection of basic buildings is just amazing! Thank you.  :)
Title: Re: RKEditorChoice BETA10 open
Post by: RedKetchup on March 16, 2018, 05:41:28 AM
Quote from: tuggistar on March 14, 2018, 05:24:50 PM
Thank you! I'll try your RKEditorChoice together with DS.  :)

Edited: How this mod behaves with New Flora and Natural Diversity.

Edited: When I leave the game error occurs, before activating the registry was cleared.

Edited: What mod you add further to Rkeditorchoice.
Your collection of basic buildings is just amazing! Thank you.  :)

only 1 mod add things on the ground at start, only 1 mod can decide the terrain/map/spawns : the one on top

new flora works well, natural diversity all building ok, just cant get their map spawns at start


the next one is the creepy graveyard.


when you enable/change mod order : you need to never start a map, you need to close the game entirely. then, after that, you can start a new map, never before exit completly.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 18, 2018, 02:49:34 PM
Beta 11 available !!!!!

Added :
ColorfulLittleHouse : (Entirely as it was in 2.2 version)
ColorfulLittleFence (New) : 10 new colored wood fences which colors will match ColorfulLittleHouse roofs. available in ghosted and non-ghosted version
White Fence set : (Entirely as it was in 1.0 version)
Brick Roads (New) : 3 New kind of roads that will ask 1 brick per tile. This is an alternative when you dont have alot of stones.
Seedlings : back from Decorative Item Pack, but not as a cheated trade resource though. Will cost fertilizer and water to produce in greenhouses.
3 kind of Decorative Trees (New) : 3 models of Japanese Cheery Trees in 3 colors, Japanese Cedar in 3 models, Maple Trees in 3 colors. cost 1 seedlings to build
13 Specialized Carts (New) which will act as a very mini market with 1 unique storage flag each. you can assign 1-2 vendor to those and can hold 1500 weight. 20 tiles radius.
Made various little tweaks in numbers in many little things ^^

Enjoy !!
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 18, 2018, 04:27:48 PM
Thanks I´ll try it.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 20, 2018, 03:35:08 PM
Hahaha.  My first attempt at trying the beta failed due to bad luck.  Adam and Eve mode: only daughter died of a Weak Heart shortly after turning 10. (https://i.imgur.com/GTgbmCR.png).  There's still a chance the couple could pop out another daughter but I think I will start over using what I have learned to be a little more efficient.

I may try again later tonight.  I am in a snowstorm and have nothing else to do.  If anyone likes I can stream it on Twitch.  I'd be happy to talk on whatever voice chat while playing.  Let me know if anyone is interested.  Otherwise I'll play on my own while watching a movie.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 20, 2018, 03:37:07 PM
Quote from: smurphys7 on March 20, 2018, 03:35:08 PM
Hahaha.  My first attempt at trying the beta failed due to bad luck.  Adam and Eve mode: only daughter died of a Weak Heart shortly after turning 10. (https://i.imgur.com/GTgbmCR.png).  There's still a chance the couple could pop out another daughter but I think I will start over using what I have learned to be a little more efficient.


haha thats sad !!!
things like can happends
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 20, 2018, 04:19:04 PM
I once had a tornado, that killed all of my first inhabitants (not even a A&E start).  :'(

That´s real bad luck.
Title: Re: RKEditorChoice BETA11 open
Post by: The Pilgrim on March 20, 2018, 05:51:02 PM
We had actual tornadoes here this afternoon. I don't think anyone was hurt but what a way to start spring!
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 22, 2018, 05:11:36 PM
I accidentally saved over the town I made on stream.  No big deal, I have made another similar town and am happily building.

You mentioned what others may want in a spreadsheet.  Personally, I would want to see Work Time, Work Required, Input Quantity and Output quantity for recipes.  For example: Firewood might be 2, 4, 1, 4.  Mining stone might be 10, 4, 0, 2.

Testing in game and seeing the actual numbers are different.  For some goods, making something optimally efficient is relatively easy.  For other goods, making something optimally efficient requires a town built around the concept.
Title: Re: RKEditorChoice BETA11 open
Post by: Denis de la Rive on March 23, 2018, 12:45:40 PM
Quote from: smurphys7 on March 22, 2018, 05:11:36 PM
You mentioned what others may want in a spreadsheet.  Personally, I would want to see Work Time, Work Required, Input Quantity and Output quantity for recipes.  For example: Firewood might be 2, 4, 1, 4.  Mining stone might be 10, 4, 0, 2.

Testing in game and seeing the actual numbers are different.  For some goods, making something optimally efficient is relatively easy.  For other goods, making something optimally efficient requires a town built around the concept.

You are making my case, thanks, I would like to create something that players can use as a reference, maybe more than a simple spreadsheet. I've played many games and documentation is always something you need. We will see what kind of agreement I can reach with Red.  :)
Title: Re: RKEditorChoice BETA11 open
Post by: Jewels8 on March 25, 2018, 03:06:59 AM
Have been really enjoying playing this new mod  :) loving the music, the textures and new resources! the wild boar are real cute  ;D The Horse wagon mod is also Awesome, love seeing them move around the map!  Thank you! #Redketchup

Now just wanna share what I found happening in my last game, it reached a pop of 1200 and really started to slow down so I finished with some beautification and some first time quay work, went OK..really fiddly that!
The issue I encountered was when time came to place the New trading post and it looks great, the game would crash as I tried a few times and gave up. I placed EB's and Kids Allseed trader as is always reliable, no crashes. I had a careful look at my mod list, RK Editors choice #10 is in first place and MM8 at the bottom in between I have a few other mods such as Easy Trader.. when I disabled it, which I thought was the culprit.. I was able to place the New trading post! Yay!!
So I found this out testing in a new town, and also hadn't realised I had already placed a town arrival when I decided to put in the New town hall..it crashed ??? so I removed the town arrival, silly me..I was under the impression that the game wouldn't even allow you to place two town halls whatever version they be, the fact that it let me select the New town hall and only crashed as I was placing it down. Just wanted to share what I encountered maybe someone has had similar things happen. Thanks again #RedKetchup and to all the Wonderful modders..Beautiful work! :) Cheers from Downunder!

Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 11:33:55 AM
probably there are a couple of mods not working well with RK Ed and can bring up some crash like easy trader+RKed and TownArrival+RKed :(

the trading post and townhall are 2 pieces that are very sensible and imply some other files. the trading post has the trader attached to, and the townhall has all the graph functions attached too.
Title: Re: RKEditorChoice BETA11 open fences
Post by: galensgranny on March 25, 2018, 12:00:06 PM
@RedKetchup , I am using your new colorful fences but have a problem.  With the ghosted doorway arch that has a flat top, I cannot find a way to delete it.

Also, in the menu choice there is a black color fence, but the label says it is yellow.  I don't see that any of them wind up yellow.   I do want the black fence, but it is better if the label would match.  However, if you wanted there to be a yellow fence, which would be nice, there isn't one.

Also, one of fence pictures looks a bluish color, and when placed it is a bluish color, but the label says it is white.

I don't have your RK Choice at the top of the mod list, since I am using another mod with different starting conditions.  I also have many other mods installed, so this is not a "just RK Choice game".   I don't know if my mod combination is making only some fence colors change, or if you made labeling errors.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 12:33:01 PM
yeah i need to fix that. the things i started with a set of 10 colors. and then when i added colorful little house, i changed my mind and i decided that set of 10 colors will be changed to 10 colors from the roof of the little house. but i forgot to change the tooltip text.

i fixed the ghosted bug that brads said, i will look at the text now :)
i ll check also to the delete thing :) thanks for the report
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 25, 2018, 12:40:49 PM
One more thing- the flat topped doorway piece is not at high as the doors on your stone houses.  I was wanting to put it in front of the house as a decorative porch top kind of thing, but it is too short.  It probably would be a pain for you to make it taller, but if it is easy to just stretch it up, that would be good.  Otherwise, the bannies just don't get to have it against their house at the front door.  You didn't make it for that purpose anyway.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 12:51:54 PM
Quote from: galensgranny on March 25, 2018, 12:40:49 PM
One more thing- the flat topped doorway piece is not at high as the doors on your stone houses.  I was wanting to put it in front of the house as a decorative porch top kind of thing, but it is too short.  It probably would be a pain for you to make it taller, but if it is easy to just stretch it up, that would be good.  Otherwise, the bannies just don't get to have it against their house at the front door.  You didn't make it for that purpose anyway.

i dont think this is hard to fix....

so i fixed all the typos and changed the text to represent the color of the pieces. i also checked about the way to delete the ghosted doorway arch with a flat top.... all the pieces have a trash icon on the window to delete all the pieces (see screenshot) you need to click on the long archway to bring up the window of it and there you will find its trash icon :)
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 25, 2018, 01:03:41 PM
Something must be weird with my game or computer, because I can't find a place to click on the ghosted flat topped doorway piece to bring up the trash icon.  However, I placed another one of another color, then on the first one I could click it to get the trash icon.  On the second one, I could not.  Then I put down 5 more, and couldn't find a way to delete any of them. 

I will try a new game and see if it will work better.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 01:03:54 PM
i lifted up the flat topped of + 0,3 tiles and put them equal to the top most of the little arches
i hope it is enough :P
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 01:04:53 PM
is it a specific color ? can provide a screenshot ?
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 25, 2018, 01:09:03 PM
It was the black ghosted one, then a few more of the others.   Maybe something has gone weird with my game or computer because when I was trying to place them, I heard a noise I don't usually hear and the mouse was far away from where the item got place.

I will restart my computer, start a new game, see how it goes and then report.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 01:18:05 PM
oh but there also a thing with ghosted long arch in BETA 11, they had some weird bug where they get push far away from the landing point as you go through the colors to the right.

i can assure you they should be fixed now as the srceenshot below states it.
you can see the toolbar selected is the ghosted ones; and you can see all the 11 colors (10 colors + 1 non painted). all the windows are open and you can see all the trash icons on every windows.

when you ll load the saved game with beta 12 they should fix themselves.
Title: Re: RKEditorChoice BETA11 open
Post by: Denis de la Rive on March 25, 2018, 01:22:15 PM
Its funny how players can invent new ways of using things.  ;)
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 25, 2018, 03:14:39 PM
Quote from: RedKetchup on March 25, 2018, 01:03:54 PM
i lifted up the flat topped of + 0,3 tiles and put them equal to the top most of the little arches
i hope it is enough :P

Thanks!  I hope it will be enough too. 

Quoteoh but there also a thing with ghosted long arch in BETA 11, they had some weird bug where they get push far away from the landing point as you go through the colors to the right.

So it wasn't my computer doing something weird.  I restarted it anyway in case that was part of the problem.  Are you saying in Beta 11 the ghosted flat top arches do show the trash can removal for you?  They don't for me for any of the ghosted colors.

Do I redownload Beta 11 or is Beta 12 coming soon?
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 03:18:29 PM
Quote from: galensgranny on March 25, 2018, 03:14:39 PM

Do I redownload Beta 11 or is Beta 12 coming soon?

This week or more probably next weekend since i tend to release on weekends ^^
if your beta 11 is still working ok and dont crash, i dont see why it should change anything

i am adding presently a more smaller and cheaper trading post just for seeds/livestock :)
all will depends on how quick i am adding fixes/new_things  8)
Title: Re: RKEditorChoice BETA11 open
Post by: Denis de la Rive on March 25, 2018, 03:46:52 PM
A smaller specialized trading post will answer most my questions concerning your changes to the trading post. Could you consider doing one where you can buy small numbers, (no more than 20) of the simplest tools and clothing, (not the more advanced versions), and some basic food, again only a few types. This could help with some of the more difficult starting conditions, and when you are cursed like Nilla, (she gets so many tornadoes, and fires,  ;) ), again very small numbers you control with the merchants list. I think this would keep it challenging, and you can control it by keeping the trading post storage very small. That way if you want steel tools, or warm clothing, or lots of food you need to build a regular trading post, or make them with the production chains. It creates a delicate balance between the survival stage and later game needs. It builds on the idea of making seeds and animals more easy to get.

I think you should also limit the storage of your smaller trading post so people can not get everything in one merchants visit. It might also be interesting if you can limit which seeds, and animals the merchants have, (is that possible, I don't know the merchant code very well). If you do then players will have to choose the regular trading post if they want more things. What is important is to create a choice. If you want steel tools you have to build the larger version, if not then you don't have to build it, but the player makes the choice.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 25, 2018, 04:38:43 PM
Quote from: Denis de la Rive on March 25, 2018, 03:46:52 PM
I think you should also limit the storage of your smaller trading post so people can not get everything in one merchants visit.

This change will not cause the desired result.  Only tedium will be created as players hold the trader for a longer period of time and wait for loading/unloading.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 05:32:48 PM
here again everything is working with flags, you cannot split/choose within that flag. you cant ask for lowest tools or lowest clothes. can't ask neither for certain patterns of seeds...

about the storage, for sure it has been reduced to one third (for the moment)
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 25, 2018, 06:43:31 PM
I haven't fully tested everything but here are some random thoughts.  My impressions might not be accurate.

Can all buildings default to 1 job?  Pastures, Orchards etc used non-modded defaults other than 1.

How should I use Florists and Fodder collectors?  What benefit do they have over placing a Forester and setting mostly to cut?  Doesn't the forester pick up the fodder and flowers?

Do animals have lower respawn?  Do they all respawn?  My hunter killed lots of various things at the start but only deer in the long term and seemingly less than in non-modded game.

What is the purpose of "Collect Almost All"?  Aesthetics?

Clay and Sind pits have no road squares. 

My personal request would be a minimize button on the jobs and Town Hall button like CC.  Definitely not a big request and I certainly can live without it.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 25, 2018, 07:17:46 PM
Quote from: smurphys7 on March 25, 2018, 06:43:31 PM
Can all buildings default to 1 job?  Pastures, Orchards etc used non-modded defaults other than 1.


not really cause their job amount are based a certain of number of tiles and when you start playing with this, production can be easily messed up even if you allow more workers to it
i prefer not

Quote from: smurphys7 on March 25, 2018, 06:43:31 PM

How should I use Florists and Fodder collectors?  What benefit do they have over placing a Forester and setting mostly to cut?  Doesn't the forester pick up the fodder and flowers?


forester define 1 tile and go plant a tree there, if the tile occupied by something, including a flower or grass or an old tree, he cut it and plant a new spawn.

same as fodder farmer, pick up a tile, if something in it (trees, flowers, old grass...), it harvest it to plant grass.....

florist, are like gatherers... they dont plant anything, they see a flower somewhere at opposite or far, and they go get it

Quote from: smurphys7 on March 25, 2018, 06:43:31 PM

What is the purpose of "Collect Almost All"?  Aesthetics?


something someone asked, a tool to collect everything "but" the grass.


Quote from: smurphys7 on March 25, 2018, 06:43:31 PM

Do animals have lower respawn?  Do they all respawn?  My hunter killed lots of various things at the start but only deer in the long term and seemingly less than in non-modded game.


i didnt modified the "respawn values" of the animal populations numbers, this is exactly the same as vanilla:
HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalDeer.rsc";
int _maxAnimals = 10;
int _minAnimals = 5;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 12.0;
}
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 26, 2018, 06:21:16 AM
Trading ports

Your new ports sounds good, @RedKetchup. If they are very small and cheap, I would maybe concider less than 1/3 of the vanilla storage. Do you plan to keep the seeds and animals arriving to the vanilla and canal ports after you've added these new small ports? If yes, maybe it would be a good idea, if this "no more seeds" you gave me, also worked at the canal port.

1 worker default

I like this change, especially now, as my town gets bigger. Just a reminder, @RedKetchup, don't forget to change the canal sites; fisher, mill, trading port.

Flower and florist

It's a very interesting chain. I have looked into the production and can add some practical aspects to what Red just told us. At the beginning of a game, a normal forester picks quite a lot flowers and grass, but of course it gets down, when he plants trees. I don't think flowers and grass would spawn fast enough to get a reliable harvest long term, if you set it on cut only. If you use only a fodder farmer he will pick and plant grass, as well as flowers in his area. As long as you also get some additional grass and flowers by clearing land, it can be enough to support 2 stables and 1 perfume maker. If you add a florist to the same area, the fodder farmer will pick mostly grass and you can support these 2 stables and more than 1 perfume maker long term without additional grass from clearing land.

Minimize button

Agree with @smurphys7, a minimize button, not an important thing, but would be good.
Title: Re: RKEditorChoice BETA11 open
Post by: Gatherer on March 26, 2018, 09:03:04 AM
Quote from: Nilla on March 26, 2018, 06:21:16 AM
Trading ports

Your new ports sounds good, @RedKetchup. If they are very small and cheap, I would maybe concider less than 1/3 of the vanilla storage. Do you plan to keep the seeds and animals arriving to the vanilla and canal ports after you've added these new small ports? If yes, maybe it would be a good idea, if this "no more seeds" you gave me, also worked at the canal port.


I'd be interested in this too even though I'm not using RK Editor Choice. I have all the seeds I need in my current town.
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 26, 2018, 12:57:08 PM
Quote
something someone asked, a tool to collect everything "but" the grass.

Just noticed, that this tool doesn't clear stone either. Looks like it ought to.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 06:16:09 PM
A few balance questions:

I upgraded a "Rock Quarry" to the top tier.  I produced about 50-60 Coal per worker per year.  That's about 250-350 Trade Value per worker per year created.  That's pretty low.  That's especially low for a job that has frequent deaths and, I assume, uses a lot of tools.  The tier 3 Rock Quarry had a progress bar.  Does it run out?  I removed the Tier 3 Rock Quarry.  It left a large crater.

Rock Quarries seemed to be finite, irremovable, and worst of all, terribly inefficient.  Is my understanding of this accurate?  To me, it seems like it has similar balance to the base, unmodded game.  To me, that means the only reason I'd consider building a quarry is for thematic reasons.  Otherwise it is better to do virtually anything else and trade for the mining supplies.

I put fish through an Old Dry Shack and an Old Smokery.  Both seemed to produce about 1500 product per year with 2 workers.  Both turned 12 Fish into 24 Fish products.  One used Firewood.  The other used nothing.  Also, the one that used Firewood required Glass and Iron to construct.  The Old Dry Shack seems to be far cheaper and easier to create as well as being vastly more effective.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 26, 2018, 07:50:26 PM
Quote from: Nilla on March 26, 2018, 12:57:08 PM
Quote
something someone asked, a tool to collect everything "but" the grass.

Just noticed, that this tool doesn't clear stone either. Looks like it ought to.

you are right !!! just fixed it !
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 26, 2018, 08:27:59 PM
Quote from: smurphys7 on March 26, 2018, 06:16:09 PM

I put fish through an Old Dry Shack and an Old Smokery.  Both seemed to produce about 1500 product per year with 2 workers.  Both turned 12 Fish into 24 Fish products.  One used Firewood.  The other used nothing.  Also, the one that used Firewood required Glass and Iron to construct.  The Old Dry Shack seems to be far cheaper and easier to create as well as being vastly more effective.

the dry shack only double up meats for citizen consumption it has the lowest value

while the 2 others can use other mats like firewood or salt, the finished product has +1 value.


Quote from: smurphys7 on March 26, 2018, 06:16:09 PM
A few balance questions:

I upgraded a "Rock Quarry" to the top tier.  I produced about 50-60 Coal per worker per year.  That's about 250-350 Trade Value per worker per year created.  That's pretty low.  That's especially low for a job that has frequent deaths and, I assume, uses a lot of tools.  The tier 3 Rock Quarry had a progress bar.  Does it run out?  I removed the Tier 3 Rock Quarry.  It left a large crater.

Rock Quarries seemed to be finite, irremovable, and worst of all, terribly inefficient.  Is my understanding of this accurate?  To me, it seems like it has similar balance to the base, unmodded game.  To me, that means the only reason I'd consider building a quarry is for thematic reasons.  Otherwise it is better to do virtually anything else and trade for the mining supplies.


the original vanilla Iron mine has 1 product made every 60 work units "    int _workRequired = 60; " limit 2000, left unusable spot when destroyed
the original vanilla Quarry has 1 product made every 10 works units "    int _workRequired = 10; " limit 2000, left unusable huge hole when destroyed

thats the number i just checked in original files , 30 sec ago.

my mines :
Iron Quarry (Iron+Copper) LVL1 : produce every 40 work units "   int _workRequired = 40; " limit 2000, can be upgraded
Iron Quarry (Iron+Copper) LVL2 : produce every 45 work units "   int _workRequired = 45; " limit 3000, can be upgraded
Iron Quarry (Iron+Copper) LVL3 : produce every 50 work units "   int _workRequired = 50; " limit 4000, left unusable medium hole when destroyed.

Rock Quarry (Stone+Coal+Salt) LVL1 : produce every 40 work units "   int _workRequired = 40; " limit 2000, can be upgraded
Rock Quarry (Stone+Coal+Salt) LVL2 : produce every 45 work units "   int _workRequired = 45; " limit 3000, can be upgraded
Rock Quarry (Stone+Coal+Salt) LVL3 : produce every 50 work units "   int _workRequired = 50; " limit 4000, left unusable medium hole when destroyed.

Random Quarry (all the things) LVL1 : produce every 40 work units "   int _workRequired = 40; " limit 2000, can be upgraded
Random Quarry (all the things) LVL2 : produce every 45 work units "   int _workRequired = 45; " limit 3000, can be upgraded
Random Quarry (all the things) LVL3 : produce every 50 work units "   int _workRequired = 50; " limit 4000, left unusable medium hole when destroyed.

thats the numbers of my files. Yes i agree about the stone quarry, and i admit i didnt expected that number "10 work units" ! i was totally aware about the iron mine (60 work units) though and i didnt checked the stone one , thinking it was the same. my bad.
But if you still compare my iron with vanilla iron, it is 33% better. 40 works units instead of 60. also the vanilla feature are limited to 2000 total, i allow 2000+3000+4000= 9000 total instead of 2000.
I know some mods offer unlimited resources and maybe CC offer more levels or unlimited after x upgrades..... but i am not this kind of person.
if you ask why lvl 1 takes 40, lvl2 takes 45 and lvl 50.... in my mind, i figure they go deeper in the earth so it takes more time.

but i agree, i need to take a decision about the Rock one. we also need to keep in mind, it offer not just Stone but also Coal and Salt. In vanilla Coal is from Iron Mine and Coal take 60 work units to be produce ! and if i lower down the Rock Quarry to 10 or 20 work.... i also lower Coal to 10 - 20 works units !!!!


so what you all think about those numbers ?




Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 09:26:01 PM
I would compare the following formula for all production:

( Output Value - Input Value ) / Production Time
or...
Created Value per time.

I don't know these precise values from my empirical "just playing" experience.  I would get about 500 Honey per year per worker.  That's 500 Trade Value (TV) per year.  I would get about 300-350 TV per miner per year.  From a min/maxing perspective, why would I mine at all?  Why don't I just make Honey and trade for stone, iron, coal etc.?  This notion is especially true if making honey kills less people, uses less tools, and is infinite and removable.

Personally, I think mining should be one of the most valuable possible jobs.  "Boom Towns" and "Mining Towns" were a thing in this time period.  Mining existed.  Mining made people huge money.  Then it was gone and the town had to do something else.  I would consider tripling, quadrupling or maybe even more the productivity of mines.  Then they empty and you have to do something else.  Currently, Mining is one of the worst possible options.  Honey should be one of the worst possible options.  Honey can be placed anywhere, is cheap, etc.

Personally, I would make honey slightly less effective, perhaps 4/5ths of what it is now.  Whatever its Created Value per Time is I would have that be the minimum.  Then I would put Mining on the other end.  I think it should be the most profitable.  It kills people, its dangerous, its temporary, and its thematic.  I would put everything else in between.

I am using RK Editor's Choice BETA 11.  In a Trading Post "Dried Fish" have a value of "1".  "Smoked Fish" have a value of "1".  Where is the "+1 value" ?  Both seem to have an input of 12 Fish and an output of 24 Fish per cycle.

From my empirical experience, here are some "Created Values" per year.  Trade Value per 1 worker per 1 year.

500 Apiary (Honey) : 500 Per Year total created
~300 Rock Quarry Tier 3 (Coal) : 50 Per Year total created
375 Old Dry Shack (Fish) : 750 Per Year total created
225 Old Smokery (Fish) : 750 per Year total created
375 Wooden Butcher : 750 Per Year total created
1008 Perfumery : 330 Per Year total created

Perfume Example:
12 TV Output (2 Perfumes Made)
- 6 TV Input (4 Flowers + 2 Water used)
= 6 Value Created per cycle
I made 330 Perfumes in a year.  330 * 6 = 2016 TV created.  50% is costs.  2016 / 2 = 1008 per year.

My numbers may not accurately reflect the formulas.  I have some inefficiency I could correct in my towns.

I'm confusing myself with late night maths.  Editing to correct.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 09:55:25 PM
As I said before rambling about pointless math, you want to check Created Value / Time.  Plug in some numbers here:

Coal: Rock Quarry Tier 3:
6 (Value Created, or 1 Coal)
50 Work
= .12 Value per WorkTime.  (6 / 50)

Perfume
6 (Value Created: 12 (2 Perfume) - 6 (4 Flower 2 Water)
X Work <--- You put in this.  My guess is this number is like 15 or 20.
= ?
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 26, 2018, 10:11:23 PM
   int _workRequired = 16;
for perfume
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 10:15:57 PM
Is there an easy way I can get my wands on all the Work Required numbers?  Or is the best way for me to just ask for a bunch?  If you give me that work number I will compare the economic efficiency etc.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 26, 2018, 10:17:51 PM
you can get all the files if you install the toolkit :)


heres all the templates : .zip
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 10:21:09 PM
Creating spreadsheet.  Thanks :)
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 26, 2018, 10:26:14 PM
Quote from: smurphys7 on March 26, 2018, 10:21:09 PM
Creating spreadsheet.  Thanks :)

np

btw, when in vanilla you had to mine for coal at 60 work units for a value of 6 (coal value 6) ... were you doing it ?
6/60=0.10
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 26, 2018, 10:36:56 PM
If you are asking if I ever used a Quarry or a Mine in non-modded Banished, the answer would be generally no, I would not use either.  Doing anything else was generally better than using a mine or quarry.  Generally, even a poor fishing dock drastically outperformed a mine/quarry.  That doesn't even account for the big, ugly, non-removable, killing people, burning tools aspect.

Sorry if I was not specific before.  Is there a way I can get my hands on the RK Editor's Choice WorkTime numbers without you manually typing each one somewhere?  The template files you sent me seem to be for the non-modded game.  Am I doing this wrong?  Do I need to use the downloaded PKM file of the mod and generate the appropriate files I can look through?
Title: Re: RKEditorChoice BETA11 open
Post by: Denis de la Rive on March 27, 2018, 01:12:53 AM
I do not agree that mining should be a profit engine, that is not the way it works in vanilla, which must always be the bar we measure a mod by. I looked at the real numbers posted by Red, and I find that the advantages of more total resources, and choice of product are very balanced. I think you, (Red), should look at making the work for the stone mine more like the vanilla one, possibly a bit more because of the added choice of what you get. When you consider the other factors like how easy it is to place and the size it uses when compared to vanilla, I find it is well balanced. I agree that making time longer makes sense considering the advantage of longer use. When you examine a mods impact you must consider all the aspects, not just the raw numbers. How many of the mines fit in the space needed for a vanilla quarry, and like Red wrote you get 9000 instead of 2000. You must also consider the building resources, and time in your calculations, you would need to build 3.5 quarries to get the same production.

As for the danger, (risk of death), this is a different function, I think you can change that, but I am not certain, even if you can, why should working the same job in a different location have a different number. What you are looking at is simply on variable that should be part of the Banished physics, like distance/time.

I also find that your calculations are based on one playing style, not on an understanding of the whole game experience, or how others play the game. When producing raw materials it is important to consider how a player will need them, or the limits of his situation. By your logic a player would be forced into a trading economy, (you are forcing when you build a trading post), many players do not like to play this way, or would need to trade for other things. Other factors that have to be considered include how often a trader will bring what you need. If a mod maker chose your way of doing things then he is imposing a certain economy, but that means you need to change traders, prices, number of items carried. It becomes a very complicated project. If you make mining the centre of the economy, you are forcing a different way of doing things. I get that some players are interested in maximizing production, but this should not be the purpose of a mod. What do you want a balance and interesting mod, or simply a mechanical production machine?

Historically it took 1000s of years to invent modern production methods. Some cultures measured successful production by other factors than the capitalist model, like religion, or ease of access. Sometimes, simply because it was not made by an outsider. Banished is a pre-industrial society and that should be part of how the economy works. Considering a mining fueled economy, again you are being modern, exports of common raw resources is also something that is not historically valid. Why pay for something you can collect nearby, quality is not important in the context of basic survival. We pay for marble, its pretty, but a granite block is just as good for making a wall. What works is more important than how it looks when your society is not rich. I do not even want to consider the transportation problems since this is not part of the Banished physics.

On the trading post, thank you for the information, it is too bad we can not change that part. You can control the number? That could still work. :)

It looks like I really need to PM you soon, Red, about creating some documentation. :)

smurphys7, if you are interested in discussing production formulas, you need to understand that there many variables beyond those you use. Most of these are impossible to estimate since they involve time/distance. I have not examined the vanilla numbers in the way you suggest, but it might be an interesting subject. You should look at the vanilla values to get an idea of what Luke intended, I don't have the time right now.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 01:43:54 AM
sorry i was away ...

my templates ? ... hmmm .... it is a bigger .zip since alot of templates in it :)
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 01:54:51 AM
about mines, yeah there is the fact you can place them everywhere.... and they are alot smaller.
a thing i can do though, reduce the death % to put is equal to anything else....
reduce work time at around 30 WU. we need to count the fact it can also provide coal, and coal at 25WU thats more than double better of the 60WU vanilla iron mine coal :) and lower the other to 35/40/45 the other mines.

i was watching some people playing with it and i was finding they had hard to decide to throw a full 6 in mines. they were throwing 1 citizens... and barely 2.
vanilla mine and quarry were set at 15 workers by default and a max of 30 workers. so with 1 worker... sometime 2.... you cannot expect to get tons of resources.... i will give you a axe pick and ask you to go smash it on rocks all day lol. and tell me how many squared stones you made in your day LOL
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 27, 2018, 03:01:46 AM
The basic problem is that vanilla Banished isn't very well balanced. You have these "useless" mines and quarries. (I'm like you @smurphys7 usually don't build any, for the same reason as you) in the other extreme; firewood and ale, with quite a ridiculous profit, if you chose to trade it. (I have built big cities using this, but now i avoid it; too boring)

What should a modder do? Relate his buildings to vanilla, and keep this imbalance or create his own, better balanced values? I think there is no "perfect solution". You can choose the way, of @Tom Sawyer in the North; remodelling most everything and get a good balanced game with the consequences, that many other mods are, let's not say impossible, but hard to use or at least make no sense. As far as I understand @RedKetchup, that's not what you want.

I think, you're trying to find a compromise; improving the worse vanilla values, without turning everything totally around. If this is your goal, I find you're succeeding quite well. But of course, your mines/ quarries aren't very profitable, I have "complained" about the too profitable apiaries (and wells), too. But it's a give and take, I remember an old song "since you can't please everyone, you got to please yourself". Keep that in mind. Listen to us players, but make your own decisions. It has worked fine in all the years you've been modding this game.
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 27, 2018, 05:39:46 AM
Quote from:  "Denis de la Rive"Banished is a pre-industrial society and that should be part of how the economy works. Considering a mining fueled economy, again you are being modern, exports of common raw resources is also something that is not historically valid.

Denis, Banished is not set in any particular time period.  It could be the year 2018 and some people have been banished from some country onto an uninhabited area of land, with border guards to make them stay there.  Such people have modern knowledge, but are limited at first to use only what is available in the environment.  Whatever Red or any modder does is correct for how they are imaging things.  Red's new mod is "RK Editor's Choice".  He is making a mod the way he would like to have things in a game he is playing. 

QuoteI also find that your calculations are based on one playing style, not on an understanding of the whole game experience, or how others play the game.

Well, again, this is Red's vision for the game, so he does not need to consider the playing style of others.  He might decide to consider how others want to play, but it's his choice.

With some mods, the intent is not to totally be like Vanilla Banished with just a different look to buildings.   There is no "keeping with the vision of Luke (the creator of the game)".  No one knows what Luke really thinks about the matter, and even if we did, we don't have to follow along with his initial ideas.  Luke made available the ability for people to mod the game.  That means he is fine with what people will create and modify.   Basically, Luke made a game to make money and has now moved on to other games.
Title: Re: RKEditorChoice BETA11 open
Post by: galensgranny on March 27, 2018, 05:59:42 AM
Quote from:  "smurphys7"Personally, I think mining should be one of the most valuable possible jobs.  "Boom Towns" and "Mining Towns" were a thing in this time period.  Mining existed.  Mining made people huge money.  Then it was gone and the town had to do something else.  I would consider tripling, quadrupling or maybe even more the productivity of mines.  Then they empty and you have to do something else.  Currently, Mining is one of the worst possible options.  Honey should be one of the worst possible options.  Honey can be placed anywhere, is cheap, etc.

I think this is a good idea. The people were banished and have to survive with what they find in the area.  They can trade for things, though.  So it makes sense that they can get an excellent value for what they mine.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 06:25:44 AM
i just changed the numbers: i ve put 25/30/35 for Iron/copper mine and random mine. And i've put 20/25/30 for the stone/coal one.
hoping everyone will be satisfied :)
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 06:47:38 AM
Unmodded Banished is an imbalanced mess. 

Trade Values created per workRequired.  Higher is better.

7 Woodcutter      --- 14 / 2.  <--- Doesn't list workTime.  I believe it is 2. 
5 Tavern    --- 50 Value Created / 10 workRequired.  10x8 Created - 30 Input = 50
4 Tailor (Wool)    --- 20 / 5.  2x15 - 10 = 20
2 Tailor (Hide)    --- 10 / 5.  2x15 - 20 = 10
2 Tailor (Warm)    --- 10 / 5.  2x20 - 30 = 10
1.8 Smith (Iron)     --- 9 / 5.  2x8 - 7 = 9
1.4 Smith (Steel)      --- 7 / 5.  2x10 - 13 = 7
0.4 Coal    --- 24 / 60 
0.167 Iron    --- 10 / 60

Fishing, Gathering, Hunting, Farms, Pastures etc. don't all follow the same formula.  We can use the above numbers and annual production numbers of everything to estimate.  Per worker, per year, I get slightly under ~100 Coats at the Tailor.  That means my Tailors perform ~240 work per year.  (100 Coats made per year.  2 Coats per 5 work.  100 Coats per 250 work.)

Here are my annual numbers per worker for various things.  These are not optimal numbers.  My Condensed Guide to Food video (https://www.youtube.com/watch?v=eJiHMaP4Lns) shows annual numbers and how to get them.

1000/80 Sheep Pasture (3400)
1000/20 Cow Pasture (3200)
700/150 Chicken Pasture  (1950)
600/18 Hunting (1980)
900 Gathering
800 Farming
600 Orchard
450 Fishing
130 Herbalist (520)
90 Forester (180)

Plugging in 240 Work/Year...

14 Sheep Pasture
13 Cow Pasture
8 Chicken Pasture
8 Hunting (assuming 3 kills!)
3.75 Gathering
3.33 Farming
2.5 Orchard
2 Herbalist
1.87 Fishing
0.75 Forester

0.4 and 0.17 for Coal and Iron Mining.

Virtually all discussions, everywhere, on the topic of Mines and Quarries are "only make and use if desperately needed" and "the game highly encourages you to get your stone, iron and coal from anywhere else".  I watch a lot of Banished on Twitch.  Virtually all players who do reach Mines/Quarries quickly come to the realization that these are a waste of time.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 06:52:33 AM
I'm going to make a Google Doc spreadsheet that makes things all nice and easy to see.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 07:50:51 AM
ok  :)
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 08:01:02 AM
Quote from: RedKetchup on March 27, 2018, 06:25:44 AM
i just changed the numbers: i ve put 25/30/35 for Iron/copper mine and random mine. And i've put 20/25/30 for the stone/coal one.
hoping everyone will be satisfied :)

That puts Iron and Copper mining at 1/10th the value created of Honey at the Apiary.  Honey at the Apiary is similar to a Fishing Dock.  Fishing Docks are the least effective default form of food production in terms of quantity produced per worker per year.

It is 10x better to have your people make honey than mine.  It's about 2x better to have your people Gather or Farm than make Honey.

I am populating the spreadsheet with your mods numbers now.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 08:32:48 AM
I am far from done but here is a link:  Google Docs (https://docs.google.com/spreadsheets/d/1hWJENfg9rP_k_5Da0o7nb-qnPLsczbZsK4cqEFsHIEA/edit?usp=sharing)

The 2nd page is RK Editor's Choice Beta 11.  It is nearly 10x more effective to dig sand all day than mine.  I didn't see the files for Stone and Coal production.  Perhaps they are the same as the default?

You should be able to copy the spreadsheet and make one of your own then play around with numbers.
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 27, 2018, 10:40:18 AM
I´ve just looked a little more at your spreadsheet @smurphys7 , especially at the estimated production numbers. Some are very accurate, some not even close. I have never looked at the production in this way, so I can´t say, why it looks like this. It seems like you are using the right formulas but maybe some input values have changed.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 10:44:08 AM
I agree.  I also had never looked at the numbers this way.  Right now the correlation seems to be in "Quantity Produced".  The higher "Quantity Produced" the higher actual results are relative to the estimated numbers.

For example: Things like the Tailor and Blacksmith produce 1 or 2 at a time.  Those numbers are very close to the actual.  The Butcher, Smoker etc produce 24 at a time.  My actual numbers are almost double those ones.

Edit
The main purpose of those is so we can compare them to things that can't go into these sheets: like Fishing Docks, Gathering Huts etc.  You can compare your annual Fishing Pod output to a a Fishing Dock.  etc.

I am going through some building files.  Some have added in Storage Values.  I suspect that is the real culprit.  Buildings with higher storage allow fewer trips to Barns/Stockpiles.
Title: Re: RKEditorChoice BETA11 open
Post by: Denis de la Rive on March 27, 2018, 11:20:58 AM
You can choose to imagine any modern context, but that is your choice, I believe that the available technology is an indication of a time frame, more than the word "Banished".

I also disagree about the balance in vanilla, many things don't fit your game style, but there is a unity of design, a bit simple, but still present. Luke did most of his work on how people act in the game, and creation of the game physics. We don't know why things were done in a certain way but judging it by your production obsessed ruler is not the way everyone thinks. A balanced games includes both advantages and penalties. The player must find the skill to handle the challenges created by the author. If the game was simply one of maximizing production it would get boring very fast. Have you tried "Planetbase", this is why that game fails, no challenge beyond the management of production.

When you consider a game, and its functions you must look at all the aspects, not just a few. What appears strange, can make sense when considered in relation to other factors. You could want to balance a high trade value with a high death risk, this is what CC did with its special starting conditions. A high payoff, but you have to pay in blood. This creates a choice, money for life, investment for profit, time for added value. If you look at The North, this is what Tom Sawyer has done.

I don't want to insult, by your logic, all mods should be cheats. With so many mods available this game can be extremely easy, players need challenges, but again in a well crafted balance.

We are completely surrounded by the capitalist model, but that is not the only way. In some cultures in the past you could only own an object if you had the right status, or had a done the correct rituals. In these cases production was limited to need, you could make it, but you did not. We live in a culture where objects come and go, where if you can pay you can have, but that is more unique then you think. We still have a bit of this with family heirlooms, and collecting, but in the past it was a way of life, you used a thing until it broke, and you could not fix it, even if that meant 100s of years. This could change with the evolution of technology, but not in every case.

I still remain convinced that you comments are more about your way of playing the game.

Just so you know, in most of my games, I'm an industrialist, but when considering mod design I avoid taking one point of view.

I think you are creating something that can be a tool to discover where certain corrects could be needed, but is should not replace balance.

Red I assume the numbers are for work, they look good to me. It might be worth considering a slightly higher death %, if it is still a bit too easy.

I'm happy you shared your files, I will be reading them, often. :)
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 11:30:47 AM
The only "unity of design" in unmodded Banished seems to be "the game seems to function, I won't change things."

There are a multitude of places where things can be adjusted that only significantly affect a specific playstyle.  The Trade Value of meats are only relevant for players who trade meats.  The trade value of meats cause meat producing options to be vastly more effective than any other alternative if trading is involved.  Changing the Trade Value of meats from 3 to 2 in the base game would significantly affect players who frequently trade and have virtually no affect on players who do not.

This meats example is one example of how vanilla can be improved in simple and obvious ways.  Some options need adjustments down (meats).  Some options need adjustments up (mining).

I feel that modders have a significant opportunity to drastically improve the base game.  I feel that this opportunity should be utilized.
Title: Re: RKEditorChoice BETA11 open
Post by: elemental on March 27, 2018, 02:51:07 PM
There is more than one play style. No mod is going to keep everyone happy and people shouldn't be afraid to make suggestions and to mention things that they don't like about a mod.

As mentioned earlier, mod is short for modification. Change, alteration, improvement - although that last one is a matter of opinion. I don't think that mods should necessarily stick to the vision of the vanilla game. Nobody is forced to use a mod that they don't like. So long as a mod keeps (some) players and the modder happy, then no harm no foul. On the other hand, straying too far from vanilla might mean that few people would be interested in using such a mod. It all depends on what the mod adds to the game.

Banished was designed as a survival game but many of us (myself included) play it as a town builder. Not everyone wants balanced challenges. Some people just want to build. OK, balance is needed to some extent, but ultimately balance is somewhat a matter of opinion anyway (hence this discussion).

For me, playing Banished is a bit like painting a picture. That will never get boring because I like spending time in the Banished game world. It's a visually beautiful place and I find the overall experience relaxing. If it wasn't for mods I never would've bought the game at all, because after seeing it played on youtube (before modding) I thought the vanilla game had too little content and was somewhat boring. But thanks to mods I'm still playing after three years.  :)


Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 03:47:21 PM
There's a difference between "this isn't perfectly balanced but that's ok" and "it is literally 10 times better to dig sand than to mine iron".

Digging sand isn't even a good option.  Digging sand is a relatively bad choice amongst all the possible things your citizens could be doing.  Digging sand is 7x better than a tier 1 iron quarry and 10x better than a tier 3 quarry.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 06:56:51 PM
yeah but at some point, it give you what to make profit chains to get things to sell things when all the products you can buy with it can be a super profitable chain too ? by itself?

the things that you need to get in this game and you will use all game long is :
food : of course,
tools mostly and cloth to lesser extant. : but you do need hundreds of thousands of those
and then:
all the materials to build buildings : thats the main thing outside the food.
oh and the fuel.

Fuel is always needed, but super easy to over produce firewood and have the ability to buy everything and overstock everything with firewood. (i already took care of it, didnt you saw already you have a bit more hard to keep up the firewood level ? with many woodcutter you kinda just keep up and you dont get thousands of this so easily ?)


if you can produce all the iron/stone/bricks/logs so easily that you can make it a profitable chain.... what will you buy finally with all your profitable chains ??

you still need a reason to cumulate, overproduce, and sell.
you still need a reason to buy.
a purpose of all of this.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 08:08:34 PM
Yes, I did notice you have adjusted the Firewood production.  Thank you, that is an excellent change.  When there is an outrageous outlier that should be changed and fixed.  You have corrected the outrageous outlier that was Firewood production.

Mining is an outrageous outlier in the opposite direction.  Mining doesn't have to be a super profitable money maker.  Mining should be, at least, a somewhat reasonable choice.  Currently, Mining is not a reasonable choice.  The only reason to Mine is because you don't want to do any Trading.  Mining doesn't have to be the best option.  Mining doesn't have to be a good option.  Mining should not be amongst the worst options.  Currently, mining is amongst the worst options. 

Virtually every player that plays Banished thinks at some point "these Mines sure are terrible".

"Iron and Coal mines are not worth it: the yield, or the lack thereof is simply not worth diverting man power to a mine" (http://steamcommunity.com/app/242920/discussions/0/540734423734478353/)

"Trade for iron and stone. Quarries and mines are horribly inefficient, lead to more deaths (iirc), and can't be destroyed -- once they are depleted they just take up space." (https://www.reddit.com/r/Banished/comments/46bhr8/please_stop_telling_people_to_build_quarries_and/)

"Mining: Extremly underpowered that I cannot imagine how this could find its way into the game. Mining and stonecuttery is not "viable" for SEVERAL reasons: (http://shiningrocksoftware.com/forum/discussion/4695/disappointed-with-the-balance-and-consistancy-of-the-game/p1)

"Banished 07 - Mines and Quarries are a Sucker's Bet" (https://www.youtube.com/watch?v=P5OFHEa7Qzo)

These are the top results for "Banished Mining" from various sites. 

Most of the goods on the spreadsheet I made (https://docs.google.com/spreadsheets/d/1hWJENfg9rP_k_5Da0o7nb-qnPLsczbZsK4cqEFsHIEA/edit#gid=1392644427) range from 1 to 4 in productivity.  1 is relatively bad.  4 is relatively good.  That's ok.  Things can be different.  In the default game Firewood was a 7.  That was too much and you changed it.  Currently mining Iron Ore is a 0.25.  I'm not asking you to make it a 4, or a 5, or a 6.  I'm asking you to make it a 1 or a 1.5.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 08:23:19 PM
and what if i change up the value of iron/stone up by 1 or 2 ?
and maybe lower coal by 1 ?

what it will have as effect ? because i really dont want to see people with 20,000 stones and 20,000 irons in storage in a few year :P
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 27, 2018, 08:32:36 PM
There is an "RK Adjusted" sheet on the spreadsheet I made (https://docs.google.com/spreadsheets/d/1hWJENfg9rP_k_5Da0o7nb-qnPLsczbZsK4cqEFsHIEA/edit#gid=1340848485).  I raised the value of Iron Ore, Copper Ore, Coal, Iron, Copper and products from these like tools.  There are some other recipes that will need adjustments.  There are some things like Glass and Bricks that use Coal in some recipes.  They might need changes as well.

Further, I adjusted the value of the Jewelry Recipes.  They are still "Good".  But they are not so good that you could easily make a town that buys every single silver, gold or gem product that arrives via the trading boat and solely makes jewelry.  You no longer need to prevent Traders from bringing silver and gold.  The quantities simply won't be large enough.  Also the margins are no longer high enough to allow ordering and large profits.

I highlighted changes I made in grey.  These changes put Mining into the "bad" territory.  The mining is comparable to digging sand now.

The affect this may have is some people may be more likely to sell some of their early Iron Ore, Copper Ore, and Stone for products.  Then they may lack some building supplies shortly after and either need to mine, or buy it back.  Either way I don't see that as a significant negative.  Perhaps that isn't a negative at all.  It sounds like a complicated decision: "Do I sacrifice a little mid-game for some more stuff right now?"
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 27, 2018, 09:40:20 PM
i just saw you've put alot of more value on some item....

about the jewelry/gold/silver you also need to think abour the rarity of those things. you cant have 1000-5000 gold ore / silver bar, not cant have 2000 diamonds....
so i think all this part is ok for this moment and i am not planing to changes on this. not for the moment.

for the other things... i ll see and we will have to wait what i ll come out with this :)
thanks you ALOT for your numbers / time to make spreadsheets, very appreciated.
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 28, 2018, 08:48:16 AM
I've just looked at your spread sheet, @smurphys7. I like most of it. You might remember @RedKetchup, I've suggested similar changes by the trading price of iron, coal, stone and logs years ago. Nice that someone else have the same idea. Of course, like you've suggested, tool production (and other products using these raw materials) also need some adjustments.

The arguments, that came, as I made these suggestions quite at the beginning of modding, was that this would give problems, when mods from different maker are combined. I think these effects should be thought about now as well. Could different trading ports from different modder show different prices for these products, or will always the "mod order rule" choose the price from the highest loaded mod? Would there be products from other mods using these materials that would get a weird balancing with the new prices?

In RK Ed coal is fuel and could replace firewood in houses. I would find it a nice challenge to have to avoid expensive coal from being burned in people's homes. But would everyone?

I would very much like to try these (or similar) higher trading prices. It's still a beta. If it shows unwanted consequences, I don't think it's all too much work, to change it back in your next version.

But I hope you don't change the jewelery chain @RedKetchup. Making gems more common by giving back the possibility to trade for them and the jewels less profitable to compensate this, would of course be possible, but boring. We would just have another trading product, not different from any other. I find the way it is now; rare, random, including some gambling, is something unique and quite ingenious. I don't want to lose that. It's the closest thing to an achievement I have seen in Banished (at least since you gave your cathedral more common building costs).  :-\ I think you'll need a healthy settlement to be able to start up a jewel production, at least in a larger scale; it's some kind of reward. This makes it unique, please keep that.



Title: Re: RKEditorChoice BETA11 open
Post by: brads3 on March 28, 2018, 10:32:37 AM
the stop coal burn mod does work and stop houses from burning coal.the houses can still burn charcoal with this mod though. at least, they did when i used it with CC. i haven't checked houses for charcoal,there isn't much on the map yet.so far even with mutliple mods,the firewood is not over productive.3 different small choppers are keeping up with almost 70 houses and some processors.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 28, 2018, 11:23:03 AM
Quote from: RedKetchup on March 27, 2018, 08:23:19 PMwhat it will have as effect ? because i really dont want to see people with 20,000 stones and 20,000 irons in storage in a few year :P

Why do you care if someone has 20,000 Stone?  Using MY adjusted numbers, and assuming that it is all from tier 1 mines, a person who mined 20,000 Stone could have acquired:

225,000 Beeswax. Even with stone valued at 10, this 225k beeswax is worth more than the 20,000 stone.
350,000 Sand. 
266,000 Water. 
400,000 Fish.  All worth more than 20,000 stone

These are with MY adjusted production AND value numbers for stone.  If you would use current numbers, and instead compared Iron Ore, you would need to QUADRUPLE the Beeswax, Sand, Water or Fish produced.

Quote from: Nilla on March 28, 2018, 08:48:16 AM
The arguments, that came, as I made these suggestions quite at the beginning of modding, was that this would give problems, when mods from different maker are combined. I think these effects should be thought about now as well.

I agree, this could be problematic.  I try to stick with as few mods possible at a time so my understanding of players who use multiple mods is low.  My thoughts would be that a person would generally be choosing to either put RK mods at the top and have stone and ores be high in value.  The players other option would be having other mods at the top and likely having mines that were either infinite or more productive.  I could be very wrong on that, as I said I try to stick with few mods at a time.  I like being able to easily share towns, jump between towns, and describe how to get exactly what I am doing.

QuoteBut I hope you don't change the jewelery chain @RedKetchup. Making gems more common by giving back the possibility to trade for them and the jewels less profitable to compensate this, would of course be possible, but boring. We would just have another trading product, not different from any other. I find the way it is now; rare, random, including some gambling, is something unique and quite ingenious.

Personally, I just want to make sure that traders are still able to bring in every good.  Combining this topic with the previous one, preventing traders from bringing types of items on the traders would have significant affects when used with other mods. 

The Jewelry products have a huge range of possible adjustments.  I'm confident a place can be found where it isn't easy to make a solely jewelry trading town while keeping Jewelry making fun, exciting and unique.
Title: Re: RKEditorChoice BETA11 open
Post by: brads3 on March 28, 2018, 12:24:37 PM
      most trade values will be mod order dependant.i know of no trade post that sets prices differently itself than the main mod.the only 1 that might be different is the nordic trade dock post. more often is trade posts or merchants not taking all items. i am not even sure the values of vanilla items are set in the mods.like coal,iron,stone,etc. those values would change per RED's mod.not an issue.
i agree with taking precious out of incoming trades as long as the merchants will still buy the items. i think there are very few cases where a player would want to import any of the precious items.you would have to be trying to make a ruby ring or something very specific. even then if the mod was above the RK EC, it should override it.
       i do have plans to test the my precious mod above the RK.with the north above RK above the my precious,there is conflicts. silver and silver ore are the same but different.confuses the game. in that case the my preious failed to function. the silver,gold,and gems that were mined from the my precious mine was tagged per RED's mod.
 
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 28, 2018, 01:24:50 PM
I've looked a bit more at your spreadsheet @smurphys7 and I'm not comfortable with the production numbers. Or there is something I don't understand. It should be easy enough to calculate a theoretic value, using the "recipe" of the product and the work required, when you know how many "work" a Banni can make each year. Is this the 480? (In that case what is 240?)

This theoretic number will of course never be reached. It would be the output, if he could produce without leaving his workplace a whole year. If it was that simple, we could estimate a normal good output from our sites; simple products without input would be close to this theoretic value, products made from one ingredient with a low weight, would also be quite close, several heavy ingredients would give values far away from this theoretic value. For some products this thoughts are accurate, for others not. And above all, you will never see an output higher than this theoretic value. But these values do exist. I've seen such values and since it looks like you're also looking at production numbers @smurphys7, I think you have, too.

If these numbers aren't reliable, the value/time ratio, which you're using to compare production sites, also have a limited use. Maybe it could be used, if you compare very similar sites/products but hardly anything else.
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 28, 2018, 02:04:58 PM
The Value per Time (Column B) is based on the theoretical output comparing if every person worked at their job an equal amount of time. 

The Value per Time numbers are extremely useful.  That columns answers the question "If I made a town based around optimally producing a product how effective would that production be".  I have used this column to create multiple towns based around a single or a small amount of products.  By knowing how economically effective an optimally efficient production would be I can know how many workers are needed to support a specific sized population.

For example: I made this Mining --> Coke Fuel Town (https://i.imgur.com/oRG4JCo.png) with Colonial Charter and RK NMT.  In that town I made a single Mine and the Fuel Refiners  (https://i.imgur.com/L8sufls.png) needed to turn that amount of Coal into Coke Fuel.  The only other employed citizens in town produced no goods.  The town employed about 60 Citizens and supported a population of about 300-400. 

I have made similar towns for a variety of other products.  The "Value per Time" column calculates how efficient each town will be and how many workers will be needed to support the population.

The production values (Columns N and O) are only listed to allow comparison to things like Gathering Huts, Fishing Docks and Hunting Cabins.  The low production values are based on the Apiaries where my workers were getting about 500 Honey per year.  Perhaps that town was significantly inefficient in some way.  The high production values are based on Roast Venison.  My town produced about 750 Roast Venison per year per worker.  Again, perhaps that town was inefficient and that number was not accurate.
Title: Re: RKEditorChoice BETA11 open
Post by: brads3 on March 28, 2018, 02:39:25 PM
      the Bannies have now gone on strike. they wrote a note and a merchant delivered it to the Lnading Fort.

"To the Royal Crown:
                We are tired from hauling the expensive marble stones just to suppport your huge castles.Since you no longer allow us to drink YOUR expenssive wines,we have gone on full strike.We no longer will mine for expensive gold,silver,or gems.We refuse to burn thatch to heat our tiny houses so you can have your high cost oak firewood.No more fine fur coats will be sent over the mighty seas.
                We banished ourselves to this land to explore and live as we choose.We refuse to be treated as slaves to the Yuppie attitiudes and get rich quick ideals.Our people have refused to work for such tyrrany.None of us came here to live under the Royal thumbs. We came here to live in peace and work with nature.
            while we have toiled away trying to grow food and survive in this new world,you have lived in luxury in your fancy castles.We fight off bears and mountain lions.Our hunters hardly sleep at night listening to the howl of wolves.All so you can have your high class life-style.There are many more struggles that we face here just to survive.Your sporatic measley shipments of supplies is not enough to feed our growing populations.
       If you want any more fancy stones,We suggest you grab a pickaxe,row across the huge sea,and start digging.You can swim out and ask the beavers for their nice furs also.Way before you have a bank full of gold ,you will learn. You can't eat stone and you can't eat gold."

           they sent word to Boston to dump any tea into the harbor.Word reached Baltimore to sink any incoming ships.Texas has been ordered to build a wall or dig a moat with alligators.Voo-doo dolls have been made in the  bayous. Blacksmiths have been ordered to make larger canons.Even the Indians are lighting singal fires to call Aliens.there is great consfusion everywhere.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 28, 2018, 06:21:07 PM
i nade some couple of changes all around ....

in the zip, should be all those templates i edited.
not sure overall how it will look like in your spreadsheet

Title: Re: RKEditorChoice BETA11 open
Post by: Paegin on March 29, 2018, 09:52:04 AM
I'm trying it out, and I have investigated EVERY possible tab, but I cannot find the open sky mines. I see your 3 quarries, and salt mine, but no "open sky mines". Where are they located?
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 29, 2018, 10:07:26 AM
Community Icon => RK => RK Resource toolbar => The 3 icons with the mine icon.

the "open sky mines" are kinda a "quarry" in a way : it is open, can only be placed on flat ground, no mountains.
Title: Re: RKEditorChoice BETA11 open
Post by: Paegin on March 29, 2018, 10:14:07 AM
which one mines gems? Only ones I see are iron/ore, stone, and random.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 29, 2018, 01:10:59 PM
gems can come only from the random quarry
Title: Re: RKEditorChoice BETA11 open
Post by: Paegin on March 29, 2018, 01:13:59 PM
ok
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 29, 2018, 09:18:34 PM
Some of my towns run out of wild pigs and wild birds.  I don't kill them.  I don't know where they go.

Here's a link to a saved game with a mostly empty map.  (https://drive.google.com/open?id=1ZZh1WfPAmPpKtxr9tJOZ756VjY7D1Ota)  Where did the wild birds and pigs go?  Only deer are left.  At the Town Hall you can see I have never killed an animal.  Here's the same town (https://drive.google.com/open?id=1wRKQ3T-tgvoVXtb_iBBa5sIJ7fPfZRym) before I blew up everything.  I can only find wild deer. 

You can load the map seed:  112084710, Small, Peak's Mountains.  Pigs and birds ALWAYS spawn in the lake to the southeast.  I started an Adam and Eve version, let the 2 die, and cranked the speed to x200.  After 150 years there were still birds and pigs.  The numbers were very low.  It is possible they would have disappeared after a bit longer.

I have other towns where I ran out of wild pigs and wild birds.
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 29, 2018, 11:42:53 PM
I just looked into my present town, 75 years old about half of the map built on. There are white birds but I couldn't find one single pig.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 30, 2018, 04:51:28 AM
Quote from: Nilla on March 29, 2018, 11:42:53 PM
I just looked into my present town, 75 years old about half of the map built on. There are white birds but I couldn't find one single pig.

they has the same amount of chance to respawn as the deers : 1 per year.
keep in mind when you see deer they are not all deers : Bisons, foxes, hares, and wolves are using the deers graphics.

are you using very little map ? cause maybe there isnt enough place to have so many packs....
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 30, 2018, 05:27:43 AM
I use a big map, but as I said; 50% built. And I just looked once. I´ve never noticed that they would disappear. I only looked because @smurphys7 missed them. Last year my 11*2 hunters killed 2 boar and this year (winter) only one. So they are pretty rare and I guess they aren´t present every time we look around.
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 30, 2018, 05:32:33 AM
i put the code of deer and the code of bear. and you can compare the lines inside :

Deers:

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

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

PopulationDescription population
{
String _name = "Deer Population";

// size of grid
int _cellSize = 36; // was 8
int _largeCellSize = 128; // was 64

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

// population
int _maxPopulationPerCell = 2;
int _populationIncreasePerMonth = 1;
int _populationDecreasePerHarvest = 1;

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

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

ComponentDescription deerHerd
{
// how often to update
UpdatePriority _updatePriority = Fifth;

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

HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalDeer.rsc";
int _maxAnimals = 10;
int _minAnimals = 5;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 12.0;
}


Bears :

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

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

PopulationDescription population
{
String _name = "Bear Population";

// size of grid
int _cellSize = 36; // was 8
int _largeCellSize = 172; // was 64

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

// population
int _maxPopulationPerCell = 2;
int _populationIncreasePerMonth = 1;
int _populationDecreasePerHarvest = 1;

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

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

ComponentDescription BearHerd
{
// how often to update
UpdatePriority _updatePriority = Fifth;

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

HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalBear.rsc";
int _maxAnimals = 10;
int _minAnimals = 5;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 12.0;
}
Title: Re: RKEditorChoice BETA11 open
Post by: Nilla on March 30, 2018, 05:47:39 AM
As I said i think they are there and will appear now and then, like in life hard to find. :)
Title: Re: RKEditorChoice BETA11 open
Post by: Tom Sawyer on March 30, 2018, 06:22:33 AM
Beware! There are wolves in deer's clothing.. ;D
Title: Re: RKEditorChoice BETA11 open
Post by: Turis on March 30, 2018, 07:30:36 AM
Quote from: Tom Sawyer on March 30, 2018, 06:22:33 AM
Beware! There are wolves in deer's clothing.. ;D
Hey, don't give me away!
Title: Re: RKEditorChoice BETA11 open
Post by: smurphys7 on March 31, 2018, 07:36:01 PM
I look forward to checking out the next version of the Beta.  Any type of town you would like to see or like to see tested?  I'm looking for a fun idea. 
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on March 31, 2018, 10:34:54 PM
i dont have any preference... i just like to see screenshots (without UI , without Stauts Icon)
Title: Re: RKEditorChoice BETA11 open
Post by: RedKetchup on April 01, 2018, 01:34:25 AM
Quote from: RedKetchup on March 31, 2018, 10:34:54 PM
i dont have any preference... i just like to see screenshots (without UI , without Stauts Icon)

bah in fact... will have to retest all chains with all the changes to everything ^^ lol
Title: Re: RKEditorChoice BETA12 open
Post by: RedKetchup on April 01, 2018, 05:35:09 AM
Beta 12 available !!!!!

Added :
Trading Post: Seeds (and Livestock). A new smaller, cheaper trading post to help you getting seeds and livestock more quicker in game. Cost: 36 wood, 27 stone, 8 iron, 80 work.
Medieval School is back. Good for 40 students, this school cost 48 lumber, 26 stone, 12 iron, 8 copper and 24 glass. 5x5 with road, you can build a floor 3 on it.
Deadwood spawns. Now the forest and the meadows will spawn deadwood which can be harvested for firewood.
Collect Deadwood Icon will help you to harvest those spawns manually. The gatherers will be in charge to collect those.

Fixes :
Fixed smaller barns dummies. Citizens will now get to the doors to pickup things.
Fixed Covered stockpile building process. you should get a proper build UI now.

Changes:
You will need 3 thatched-fodder now to make 1 shot of firewood (down from 5)
Made the grass available quicker for harvest in hope to boost the fodder farmers building.
Took out all extra storage flags from canal dock.
Added Firefighting capability to the water well.
Added auto pickup button on crops and orchards.
Seedings value is now 2 value.
Deleted the precious flag from all merchants, they wont try to sell you those anymore. they will still accept yours.
Mines&Quarries: It will be alot faster to get resources from all the mines and quarries.
Changed prices of those resources and lowered the amount sold from merchants in counter measures.
All professions should be in alphabetical order now.
I doubled the working units to build a root cellar.
I added a minimize button on all building windows i could add.

i lowered the amount of food across the board from -0.1% to -10%. fish got up though and greenhouse are 10% faster. Raw meat got the biggest cut, although the lowest new ones got boosted (hare/birds).
All 2nd tier processed food stayed the same though.

Various changes to work required to craft items in many buildings.

Enjoy !!
Title: Re: RKEditorChoice BETA12 open
Post by: RedKetchup on April 01, 2018, 09:44:48 AM
uploaded a Beta 12b. Please redownload the new one :)

Bugfixes Beta 12b :
fixed the Water Well. i deleted all the fightfighting thing from it.
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 01, 2018, 10:59:50 AM
General Goods merchant brought Gems.  I don't know if you do or do not want the Merchant to bring Gems.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 01, 2018, 11:17:03 AM
Quote from: smurphys7 on April 01, 2018, 10:59:50 AM
General Goods merchant brought Gems.  I don't know if you do or do not want the Merchant to bring Gems.

which trading post ??

oh yeah ! gems uncut are minerals ! not precious. the cutted(*?) ones are precious
Title: Re: RKEditorChoice BETA12b open
Post by: Nilla on April 01, 2018, 11:18:03 AM
I think gems are flagged as minerals, not precious. That´s why you get some.
Title: Re: RKEditorChoice BETA12b open
Post by: Nilla on April 01, 2018, 01:11:37 PM
I just wanted to tell; I had a crash. A merchant arrives to the seed port, when I click at the port there's a crash. When I go back to the autosave, there's no crash, when the merchant arrives. It wasn't the first merchant. There has been different kind of goods and everything worked fine. No idea what it was. 

Edit: one more thing; This map has this stupid "merchant turns around and goes the same way back to the end of the map before he realizes that he wanted to go in the other direction" bug. (If you understand what I mean) Maybe there is some connection, I don't understand how, but someone else might.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 01, 2018, 01:22:34 PM
hmmm thats sad :( i hate unespected crash which we cant find what it can be :(

maybe it is linked to minimize thing ?
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 02, 2018, 12:07:01 AM
I don't understand the Trader restrictions.  I can order Silver Ore, Gold Ore, Copper Ore, and Gems.  I cannot order Silver, Gold, Copper or what Gems refine into.

What exactly do you feel this has accomplished?
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 02, 2018, 01:02:35 AM
Quote from: smurphys7 on April 02, 2018, 12:07:01 AM
I don't understand the Trader restrictions.  I can order Silver Ore, Gold Ore, Copper Ore, and Gems.  I cannot order Silver, Gold, Copper or what Gems refine into.

What exactly do you feel this has accomplished?

you should be able ! the ore are Minerals (aka the old CoalFuel flag) and the gold bar and silver bars are Forged. the copper bar are Construction.
all those you should be able to ORDER from the Resource Merchant
the General Goods merchant is what it was in vanilla, he can sell minerals (aka CoalFuel) but cannot sell the new flags.

the only thing you cannot order is gems already cut.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 02, 2018, 07:20:03 PM
for those who need it ... heres the new .zip of all the templates.
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 02, 2018, 08:04:02 PM
I'm so used to the General Good bringing everything but Livestock, my mistake.  I didn't realize the Resource Merchant has things the General does not.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 02, 2018, 08:06:49 PM
Quote from: smurphys7 on April 02, 2018, 08:04:02 PM
I'm so used to the General Good bringing everything but Livestock, my mistake.  I didn't realize the Resource Merchant has things the General does not.

when we decided to set up this.
we thought about the General Goods merchant had already like everything and was already extremly loaded ....
so we thought about the Resource merchants which didnt had alot, that maybe it would be good of him to have all the special things.(all the extra flags) and by this, make it more important to the game.
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 02, 2018, 09:08:57 PM
I like it.  I was simply too used to using the General Goods merchant to get the list of all goods in a mod I am unfamiliar with.
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 02, 2018, 10:43:51 PM
What is the reasoning behind the lower quantity of tools brought per trade boat?

In the unmodded game: Iron Tool = 100 qty.  Steel Tool = 100 qty.

In RK12: from Log --> Carbon: 100, 60, 40, 40, 20, 10.

Coat quantities are the same in the Base Game and RK12.  In my view, the only result of these changes in needing several more Trading Posts if one wishes to make a town that imports tools.  A town that imports clothing is unchanged.  Is that the intention?

Also, the qtys of Stone and Iron brought per boat are changed from a base of 200 and 200 to 80 and 40.  What is the intention of these changes? 

In my experience, these changes only add tedium.  Tedium is not difficulty.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 12:13:01 AM
i just put 100 to each kind of tools.
the reasoning i had when i did this, is : harder to make them, lower the number to sell. For me , a merchant , it is not god that magically appear in game, for me, the things a merchant can sell, it needs to come from another map, another town, (like it was things to sell from another player). Like if , you , you sell things, and someone else, another town, needs to buy things that you, you are selling :)


about iron/stone/etc : a thing i always got hard with this game is to have 1,000,000 metric tons of metal and rock... standing in a little canoe. i really dont see it float ! lol
but that still ok. but when you asked to, and i agreed to make iron/stones/etc (mining) 2-3 X times faster.... i ve cut the imports by 2. like i said, i dont want people to have 100,000 stones lying around in stockpiles. i never planned to make this game as a god mode-like. i care about the difficulty and make the game reasonable.

i know people love to just play in god mode and just build and design... but i do this mod the way i like to play this game, which i want to be not that easy and i wish to have to manage the town.

Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 03, 2018, 12:21:45 AM
So all the other towns are making Firewood?  Firewood Qtys were doubled.  And who are these terrible players who have 100,000 stone lying around doing nothing?
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 03, 2018, 12:58:56 AM
Bug: Getting frequent but inconsistent crashes when opening the Jobs Window --> Gear Button --> Job Button --> 4th button.

I turned off all my mods.  I made a ton of games.  I didn't crash when I opened the jobs window.

Beta 12B: Video of crash (https://streamable.com/nc4z5)

Beta 12: Video of crash (https://streamable.com/pqy95)

Beta 12 Test #2: Video of crash (https://streamable.com/0cpwc)

I did some other trialing.  It seems to be about a 50% chance of crash.  It doesn't always crash on the second game made.  The settings don't seem to matter.  I have not fully confirmed that, though.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 01:33:38 AM
thats a nasty super bad bug :( totally irrational :(

1 on 2 or 1 time per 2-3 games, no logical and irrational :(
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 03, 2018, 01:41:09 AM
Am I the only one who gets it?  Is it on my end?  I lucked out and the first few towns I made worked fine.  I got the bug and tried to reproduce it and that was the results.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 01:41:22 AM
Quote from: RedKetchup on April 03, 2018, 01:33:38 AM
thats a nasty super bad bug :( totally irrational :(

1 on 2 or 1 time per 2-3 games, no logical and irrational :(


the profession window is controlled by the Template/UtilityProfessions.rsc file. i didnt even edited it and it is not in my mod folders :(
the only i did, i changed the priority numbers of the professions.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 01:42:11 AM
Quote from: smurphys7 on April 03, 2018, 01:41:09 AM
Am I the only one who gets it?  Is it on my end?  I lucked out and the first few towns I made worked fine.  I got the bug and tried to reproduce it and that was the results.

no it did same from my PC. 1 game ok, 1 game crash, 1 game ok, 1 game crash. the exact same thing you did.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 01:47:03 AM
i am taking out the Game/Profession/Profession.rsc (and will lose the alphabetical order i gave...) and recompiling a Beta 12c.
and will see later
Title: Re: RKEditorChoice BETA12b open
Post by: smurphys7 on April 03, 2018, 01:50:22 AM
Damn, I was hoping it was on my end. :(  Yeah, does not sound like a fun bug to figure out.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 01:57:17 AM
thats a stupid non-sense bug. it cant be something happening once every 2 , thats irrational.

uploading quickly a Beta 12c.zip i ll give the link asap it is done uploaded
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 02:03:26 AM
New Beta 12c.zip available:


Bugfixes Beta 12c :
fixed an irrationnal bug on the profession window which cause causing a crash exactly every 2 games. I deleted for the moment the override of the alphabetical order of the professions.


Enjoy !!
Title: Re: RKEditorChoice BETA12b open
Post by: Nilla on April 03, 2018, 02:09:36 AM
Can my irrational crash have something to do with this? It didn´t happen agin.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 02:13:43 AM
Quote from: Nilla on April 03, 2018, 02:09:36 AM
Can my irrational crash have something to do with this? It didn´t happen agin.

i really dunno. it happended since the day i tried to put minimize icon on everything. it is acting like a virus is messing with the mod compile but... i know there isnt any virus... just talking about the "behavior" the mod has now.


if i had a copy of the code of every.. .beta build... i would revert it back :( but of course thats a big problem i have, i never do saves or copies :(
Title: Re: RKEditorChoice BETA12b open
Post by: Nilla on April 03, 2018, 02:17:32 AM
Hm, maybe better to take that minimize button away. It's sometimes handy, but not really important.

By the way, I tried to minimize the TP as the merchant was in the dock and as he was arriving but no more crash.
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 02:19:09 AM
Quote from: Nilla on April 03, 2018, 02:17:32 AM
Hm, maybe better to take that minimize button away. It's sometimes handy, but not really important.

By the way, I tried to minimize the TP as the merchant was in the dock and as he was arriving but no more crash.

try to note it and give me the buildings it happends so i can redo those bad clowns
Title: Re: RKEditorChoice BETA12b open
Post by: Nilla on April 03, 2018, 02:23:59 AM
No worries, I´ll always tell when something "not normal" happens. I wanted to write about one weird thing in my blog later (I can´t imagen that it has anything to do with your mod but I´ll tell anyway);some Bannis "got lost" and starved to death. I have seen this happen to 1 or 2, but this time it was at least 15 people lost on the wrong side of a stream. (not newly arrived nomads)
Title: Re: RKEditorChoice BETA12b open
Post by: RedKetchup on April 03, 2018, 02:26:17 AM
Quote from: Nilla on April 03, 2018, 02:23:59 AM
No worries, I´ll always tell when something "not normal" happens. I wanted to write about one weird thing in my blog later (I can´t imagen that it has anything to do with your mod but I´ll tell anyway);some Bannis "got lost" and starved to death. I have seen this happen to 1 or 2, but this time it was at least 15 people lost on the wrong side of a stream. (not newly arrived nomads)

maybe you've asked to chop down some resources the other side by inadvertence ?
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 03, 2018, 03:02:54 AM
That was my thought, too. But first, it's quite far away from the settlement, and hardly room for mistakes there. Sometimes, if you mark one tree on the wrong side of the river, one or two may get lost somewhere, but this time it was about 15 people and I also looked everywhere for possible marked trees and found nothing. So I have no idea what caused this.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 03, 2018, 03:07:04 AM
very strange
Title: Re: RKEditorChoice BETA12c open
Post by: taniu on April 03, 2018, 03:29:23 AM
@ RedKetchup :) I'm sorry I put a post not on this topic, and I can not delete it as it's done? Second - thank you for the wonderful next RKEditorChoice BETA12c .Cheers!
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 03, 2018, 04:35:52 AM
np, i made a little clean up :)
Title: Re: RKEditorChoice BETA12c open
Post by: taniu on April 03, 2018, 05:08:20 AM
@RedKetchup  :) Thank you
Title: Re: RKEditorChoice BETA12c open
Post by: smurphys7 on April 03, 2018, 11:32:45 AM
My wild animals are not doing so great:  Video of issue (https://streamable.com/p63p6).  I forgot to include the mod version and map: RK12b.  I thought I installed c but my jobs list is in alphabetical order and it says "b" in the mod window.  Peak's Valleys, Large, 661440539.

Edit: I believe I am using version C.  I reinstalled the version I downloaded.  The downloaded file says "c".  It still says "b" in game.  No big deal.  It just confused me for a second.


Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 03, 2018, 12:08:00 PM
I entered WOB, because I wanted to tell exactly the same as @smurphys7 (not the thirsty deer) the B/C version and alphabetical profession list. But nevertheless, I think you've fixed the crash problem @RedKetchup . As I reloaded a game with the B-version I had a crash, with the C version; no crash.

Edit: I was wrong; my deer were thirsty, too. Even the wild chicken seem to like water! ;)
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 03, 2018, 01:07:22 PM
Sorry, it´s a cursed map. It happened again. :(

Many people got lost. This time in the south east corner of the map.

I will start a new game and hope it will not happen again.
Title: Re: RKEditorChoice BETA12c open
Post by: Turis on April 03, 2018, 01:46:21 PM
Feel the pain... feel the pain. This time, my men are fully trained in stealth and guerrilla warfare. I have your puny village surrounded and isolated from the outside world. HAHAHAAHA!!!!
Title: Re: RKEditorChoice BETA12c open
Post by: brads3 on April 03, 2018, 02:13:24 PM
do you need 1 of KIDD's houseboats?
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 03, 2018, 03:18:03 PM
Oh yes I understand.
Title: Re: RKEditorChoice BETA12c open
Post by: Hawk on April 03, 2018, 04:15:03 PM
I just installed your 12c beta and right off the bat I see this game speed double buttons.

Also, in the mod list it still also shows version 12b, but I do indeed have 12c installed.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 03, 2018, 04:19:06 PM
Quote from: Nilla on April 03, 2018, 01:07:22 PM
Sorry, it´s a cursed map. It happened again. :(

Many people got lost. This time in the south east corner of the map.

I will start a new game and hope it will not happen again.

thats sad, i wished to know what were their jobs
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 03, 2018, 04:21:26 PM
Quote from: Hawk on April 03, 2018, 04:15:03 PM
I just installed your 12c beta and right off the bat I see this game speed double buttons.

Also, in the mod list it still also shows version 12b, but I do indeed have 12c installed.

yeah when i compiled, i forgot to change the "b" for a "c" in the mod description.

@Hawk, the speed buttons are from my personal NewDebug.pkm
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 03, 2018, 04:26:59 PM
about the herds .. i noticed it too since longtime. i think it is a slide effect from trying to reducing the number of herds cause the number of different herds has been multiplied.

but it is not* that critic although, game fully work though. i consider that very minor.
Title: Re: RKEditorChoice BETA12c open
Post by: smurphys7 on April 04, 2018, 02:24:25 AM
I decided to give no education no trading a try for fun.  I wanted to do no tools as well but that involved it being quite difficult.  My uneducated, bare handed workers couldn't do many jobs efficiently.  I could only Gather and Hunt.  Everything else would produce less than 200 food per worker.

I wanted to make a Cathedral.  Cathedral requires Silver/Gold which requires Coal.  I made one Random Mine. 

I completed the Cathedral on year 24 (https://i.imgur.com/MskcuId.png).  I had disasters on, harsh/hard.  I didn't see a single disaster of any kind.  The rest of town hadn't quite filled in.

I'm going back to making towns that look pretty.  This one was hideous.  For whatever reason I can't attach pictures to these so I will just use links. I get "Error connection reset."
Title: Re: RKEditorChoice BETA12c open
Post by: Hawk on April 04, 2018, 02:52:17 AM
Quote from: RedKetchup on April 03, 2018, 04:21:26 PM
@Hawk, the speed buttons are from my personal NewDebug.pkm
Ah! OK!  :)
Title: Re: RKEditorChoice BETA12c open
Post by: tuggistar on April 05, 2018, 08:40:57 PM
Hi in your mod is very nice and fun to play.  :)  There is a chance to add on Coast reeds or something else for additional effect or not. The last buildings look cool. I wonder what happens next. 
Title: Re: RKEditorChoice BETA12c open
Post by: smurphys7 on April 05, 2018, 10:52:07 PM
I'm working on my Pie and Cider trading vegetarian town.  Here's some pictures of 2 areas I have mostly done.  Mountainous and Small map.  I am intending to completely fill it.

Here's an imgur album. (https://imgur.com/a/PxkIy)  I put 4 pics on that album.  I only got 1 to attach here.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 05, 2018, 11:01:07 PM
wow thats look very very good :) it deserves to be in the Loading..... wallpapers :) i took 2 :)
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 05, 2018, 11:02:25 PM
Quote from: tuggistar on April 05, 2018, 08:40:57 PM
Hi in your mod is very nice and fun to play.  :)  There is a chance to add on Coast reeds or something else for additional effect or not. The last buildings look cool. I wonder what happens next.

working to add Boston houses mod to it :) version ...2.0 :)


about the reeds... yeah probably, not now but soon before the end :)
Title: Re: RKEditorChoice BETA12c open
Post by: smurphys7 on April 06, 2018, 12:14:14 AM
I am semi building that town for aesthetics.  It's half aesthetics half Pie/Ale trade silliness.  When I finish the town I will load the save file so you can finish prettying up the town and take pics/do whatever you want with it.
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 06, 2018, 12:41:06 AM
It's a cool blue town! Looks really good! Ale and pies; make me nostalgic. That was what I exported in first really big town, a long time ago. It was even easier to that time, because the pies were very profitable. It's a perfect opportunity to remind you @RedKetchup to maybe think about a brewery in a new design.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 01:26:51 AM
Quote from: Nilla on April 06, 2018, 12:41:06 AM
It's a perfect opportunity to remind you @RedKetchup to maybe think about a brewery in a new design.

hehe ok  8)
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 02:41:30 AM
so if i followed correctly.... want a tavern redone... and if i remember ... to have it in same style of the GemCutter/JewelMaker/CandleMaker ?
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 06, 2018, 02:46:38 AM
Just a suggestion. I can't help it, but I don't like the look of the vanilla brewery, but I do like the look of your gemcutter........ Unfortunately these are buildings you will hardly need more than one each on each map, I would like to see more of that kind.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 02:48:50 AM
ok, that what i am trying to do presently  ;)
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 08:29:44 AM
Quote from: RedKetchup on April 06, 2018, 02:48:50 AM
ok, that what i am trying to do presently  ;)

i did something between the Vanilla Tavern and ... the design of the GemCutter/JewelMaker/CandleMaker... :P
i hope it will look OK in game :P
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 09:12:35 AM
Quote from: RedKetchup on April 06, 2018, 08:29:44 AM
i hope it will look OK in game :P
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 06, 2018, 10:06:53 AM
That looks great to me! Perfect, like the others but still recognizable as brewery.
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 06, 2018, 10:29:57 AM
I went to WOB now, to take a look at the production numbers of the tools. I made carbon tools for a while, just because I was short on logs and I thought that they last double as long as steel tools, so I could save some logs by making these longer lasting tools. But I found my Bannis didn't need so much less tools, so I had to check it out. It seems like the carbon tools are only 50% better than steeltools. This make them expensive to produce:

iron tools (value 100) production cost 5
steel tools (value 200) production cost 7
carbon tools (value 300) production cost 13

Why would anyone want to make carbon tools?
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 06, 2018, 10:47:55 AM
they should last double !!!

from iron tools :
   // tool quality
   int _useValue = 100;


from steel tools :
   // tool quality
   int _useValue = 200;
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on April 06, 2018, 12:58:34 PM
Yes, iron tools to steel tools is double, but I talked about carbon tools; almost double cost of steel tools but only 50% better.

I couldn't really understand why you were talking about trouble with the barns. They seemed to work fine..........

.... until recently.  ???

First it seems to be the forest barns that was weird. It looked like a laborer from any place of the map, walked to one special forest barn to put logs in it. As soon as they started their walk to this barn the homeless sign was shown. As soon as they put their logs in the barn the homeless sign was gone. The same thing happend several times so I demolished this barn, After that they chose another forest barn; now only this, no other barn. I demolished that barn and now they started to walk to a granary barn to bring or get some supply. Again only to this barn. After I demolished this barn, a normal barn was the chosen as "special barn". After this I shut the game!

I have no idea what have triggered this. The game ran about 38 years without any trouble. The last couple of years, there's almost some homeless all the time on their way to some place of the map.
Title: Re: RKEditorChoice BETA12c open
Post by: Turis on April 06, 2018, 02:53:30 PM
@Nilla Don't look at me! I didn't do anything to the barns.
Title: Re: RKEditorChoice BETA12c open
Post by: brads3 on April 06, 2018, 03:16:39 PM
i have seen the homeless issue before with KIDD's pumpkin greenhouse. anyone walking close enough or the worker them self would go homless for  a short time.
       as got barn issues,in testing i did have a salt worker from the saltinghouse constantly empty the barn when he got bored.he would find something else to do, then come empty it again after the laborers cleaned up for him. i blamed it on issues with the salt and disabled the bakery plus and the old baker and millers mods. the nordic barns no longer seem to store anything since the 12 upgrade. there does seem to be a "priority lock" to barns. the bannies would walk farther to move food to a dock barn instead of using a closer barn. as soon i placed more storage sheds for construction,the bannies went back to normal and stored in the closer places.
     as for stone and copper. i agree with Nilla there is more copper than needed but not enough stone.the poor bannies are scavenging it farther away as they need it.the logs i have enough of.note the pine and North mod do give bigger trees.
     
       Nilla are you getting too much firewood scattered each year?? i can keep the bannies warm with collecting firewood. have sent a woodchopper to cut every few years. but again i can burn the thatch-fodder per the ND mod.
Title: Re: RKEditorChoice BETA12c open
Post by: tuggistar on April 10, 2018, 02:06:35 PM
Thank you colorful and beautiful mod, I liked it very much and wish you success in its development. Order mods this Flax Patch, NewFloraGatherer, Tree Daydream, MaritimesPineSet , RK Editor's Choice, Natural Diversity 1.1, Colonial Charter-Journey. For me this order more than satisfied, but when I decided to build another district with old buildings then noticed that updates for wooden and stone houses, tailor and the blacksmith missing. You can make any quick Override mod to return them.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 10, 2018, 10:57:07 PM
Quote from: tuggistar on April 10, 2018, 02:06:35 PM
Thank you colorful and beautiful mod, I liked it very much and wish you success in its development. Order mods this Flax Patch, NewFloraGatherer, Tree Daydream, MaritimesPineSet , RK Editor's Choice, Natural Diversity 1.1, Colonial Charter-Journey. For me this order more than satisfied, but when I decided to build another district with old buildings then noticed that updates for wooden and stone houses, tailor and the blacksmith missing. You can make any quick Override mod to return them.

sent you a PM @tuggistar  with a link to DL it
Title: Re: RKEditorChoice BETA12c open
Post by: tuggistar on April 12, 2018, 03:17:21 PM
Thanks for the Override mod, tested in the next few days. Thank you for your reply. :)
Title: Re: RKEditorChoice BETA12c open
Post by: zak4862 on April 18, 2018, 12:44:19 PM
At first sorry for my bad English and greetings to you from Slovenia. I am not a long time member of this forum, but I am here every day.
I tried your new mod and I must say - amazing piece of work. Anyway I wanted to ask you as a moder and an expert for banished if there is a chance
that you would put together a mod only with housing and production conected to a house building(sand and glass; clay ,bricks and rooftiles and lumber).
All the other stuf and products - I must say ,for me personaly its a little bit to much of everything.
But as I said before amazing work and thanks for sharing it.
        With best regards   zak4862
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 18, 2018, 01:28:22 PM
Quote from: zak4862 on April 18, 2018, 12:44:19 PM
At first sorry for my bad English and greetings to you from Slovenia. I am not a long time member of this forum, but I am here every day.
I tried your new mod and I must say - amazing piece of work. Anyway I wanted to ask you as a moder and an expert for banished if there is a chance
that you would put together a mod only with housing and production conected to a house building(sand and glass; clay ,bricks and rooftiles and lumber).
All the other stuf and products - I must say ,for me personaly its a little bit to much of everything.
But as I said before amazing work and thanks for sharing it.
        With best regards   zak4862

maybe after.
i agree though, adding maybe too many things that wasnt planned before :P
Title: Re: RKEditorChoice BETA12c open
Post by: brads3 on April 18, 2018, 02:52:09 PM
did you try some 2 or 3 story houses over other buildings? you might get some interesting or weird looks depending on which shops you try. i did that with the NMT school and a 3story before. that came out good. i have used the colorful 3 story houses and left the bottom open in flood areas as well. this gives room under for storage or a gatherer,etc. with KIDD's small mods,there is many ideas that would fit.to make them look real good you might want some "fake walls" to make it look like the top story extended down to close the "shop" area in.
Title: Re: RKEditorChoice BETA12c open
Post by: The Pilgrim on April 18, 2018, 05:36:30 PM
Welcome to the community @zak4862. My wifes family is from Novo Goriza and Senozece. Where in Slovenia are you from?
Title: Re: RKEditorChoice BETA12c open
Post by: zak4862 on April 19, 2018, 12:18:23 AM
Originaly from small town Radovljica in Gorenjska, but I am living in Ljubljana now for a more then 20 years.
Title: Re: RKEditorChoice BETA12c open
Post by: zak4862 on April 19, 2018, 12:30:23 AM
Greetings to you to brads3!
I have tried every mod with houses on this and other forums.  Conclusion: some I dont like the buildings ;and most of those I like - they have a lot of stuff addons
which for me personaly are unnecesary and a litlle bi to much for my taste.
       with best regards  zak4862
Title: Re: RKEditorChoice BETA12c open
Post by: Gatherer on April 19, 2018, 12:53:31 AM
Hello @zak4862 !!! A fellow Slovene:)
Title: Re: RKEditorChoice BETA12c open
Post by: zak4862 on April 19, 2018, 01:22:25 AM
Greetings to you to my fellow countryman!
Title: Re: RKEditorChoice BETA12c open
Post by: tuggistar on April 27, 2018, 11:02:17 AM
There are some plans for the next version, this version I really like, wondering what happens next. :) Replacing your global mod New Medieval Town 2.04 is a great fit.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on April 27, 2018, 11:32:02 AM
there will be still a couple weeks before next beta.
expanding tavern/brew chain is the first thing to do
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 26, 2018, 03:15:03 AM
hello RK, i just installed this mod, but how can i build houses from NMT 204.106?
Title: Re: RKEditorChoice BETA12c open
Post by: galensgranny on May 26, 2018, 04:14:36 AM
@huyle l have both installed.  The New Medieval Town 2.04 works just fine along with RKEditorChoice. 
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 26, 2018, 04:59:21 AM
@galensgranny. yeah, i did it too, i really love the multi-floor house in 2.04, but my town only 4th year, hope it will be fine :)
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 26, 2018, 10:37:02 AM
Quote from: huyle on May 26, 2018, 03:15:03 AM
hello RK, i just installed this mod, but how can i build houses from NMT 204.106?

if you have nmt 2.04 , you should have a gray RK icon at the root toolbar. but if you have nmt2.04 , and RK ed , please dont try to put the old nmt2.0 canal, you will need to use the 3.0 placed in community toolbar => red RK icon
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 27, 2018, 12:04:53 AM
@RedKetchup i see in the list that this mod contain the forest center, but i cant find the forest path tool you mention in the separate topic. neither in root toolbar or community toolbar
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 27, 2018, 02:31:48 AM
if you use both, you will need to put forest center on top of the list
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 27, 2018, 02:54:13 AM
im only using rkeditor + nmt204, im not using the forest center as a separate mod
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 27, 2018, 11:37:50 AM
Quote from: huyle on May 27, 2018, 02:54:13 AM
im only using rkeditor + nmt204, im not using the forest center as a separate mod

oh then you dont need the special path anymore. this is why it not has been included
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 27, 2018, 02:05:30 PM
have been playing your mod for 2 days, everything is verry good, but i think it would be great if you can make the thatch and flower less attractive (idk if I'm using the right word, like make it smaller) it too hard to see anything when im trying to put the building to the right spot, or placing some ghosted fence
Title: Re: RKEditorChoice BETA12c open
Post by: brads3 on May 27, 2018, 02:33:44 PM
fences and wall are hard to see. i place most of those in winters. easier to see and know where they are placed. buildings you can use roads to line them up and then delete the road so the builder never lays them. some may frown on it but the pause button is a handy tool for placing.
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 28, 2018, 08:52:06 AM
but i already made it smaller once :P they were 50% bigger at start ^^
Title: Re: RKEditorChoice BETA12c open
Post by: Voeille on May 28, 2018, 09:11:42 AM
It is quite big though, I think those flowers are actually taller than bannies ;) I don't mind that much, I like how covering they are, but I think at least slightly smaller would be a bit nicer (and more green!) :)
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 28, 2018, 09:26:44 AM
Quote from: Voeille on May 28, 2018, 09:11:42 AM
It is quite big though, I think those flowers are actually taller than bannies ;) I don't mind that much, I like how covering they are, but I think at least slightly smaller would be a bit nicer (and more green!) :)

bah about everything is quite bigger than bannies... an apple box drop on the ground... and if i would be a citizen, i would doubt i can lift those ^^ in the forest , the shrooms and onions are giant... and the cabbage in a crop ? giant cabbage like in Pandoria / world of warcraft lol

when it is something to be pickup is usually bigger than everything else. maybe i ll see one day to maybe to reduce those a bit again.
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 29, 2018, 05:47:12 AM
one more thing I think you should change is the amount of beef and leather that the milk cows produce, they produce the same amount of leather and beef as the normal cattle. i think the normal cattle should produce more beef and leather than any type of milk cow, since the milk cow was genetically modified just to increase the milk
Title: Re: RKEditorChoice BETA12c open
Post by: kid1293 on May 29, 2018, 05:51:05 AM
Not that easy. Beef and leather comes in 'packages' already with a set amount.
To change that would change every occurences of beef and leather in game. Not a good idea.
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 29, 2018, 06:31:52 AM
@kid1293, so, is it possible to remove the leather from cow and increase the milk?
Title: Re: RKEditorChoice BETA12c open
Post by: kid1293 on May 29, 2018, 06:42:58 AM
Yes, it is possible. With another cow model we could have both.
Animation is a **** , sorry for the language :)

Anything is possible if we change vanilla cow. But be aware that some people
are not ready to give up leather. I think it is possible to have both with identical cows.
Confusing, you have to remember what you put in pasture.
I don't know if CC cows have a proper animation. ShockPuppet solved most of
model problems before he went away. It is not advisable to ask for more.
Maybe the only way is, as @taniu suggested - Contact Luke who made the game.

I want moose and wolf and bear in forest!
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 29, 2018, 06:43:19 AM
cattle :
      "Template/RawMaterialBeef.rsc"
      "Template/RawMaterialBeef.rsc"
      "Template/RawMaterialLeather.rsc"


cow:
      "Template/RawMaterialLeather.rsc"
      "Template/RawMaterialBeef.rsc"

so cattle drop double amount of beef and same amount of leather to compare to cow.
but cow drop milk regulary. cattle don't
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 29, 2018, 01:01:26 PM
@RedKetchup
can you tell me how many steak/lampchop/... can be made from 1 piece of meat?

//i dont know if this thing only appear in my save: stablemen dont drop fertilizer in the nearest stockpiles. they drop it in the same stockpile where they picked the thatch. the thatch was harvested all across the town, and the botanist have to walk a long way to take the fertilizer
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 29, 2018, 06:33:14 PM
Quote from: huyle on May 29, 2018, 01:01:26 PM
@RedKetchup
can you tell me how many steak/lampchop/... can be made from 1 piece of meat?

//i dont know if this thing only appear in my save: stablemen dont drop fertilizer in the nearest stockpiles. they drop it in the same stockpile where they picked the thatch. the thatch was harvested all across the town, and the botanist have to walk a long way to take the fertilizer


as i said there : http://worldofbanished.com/index.php?topic=2443.0 (http://worldofbanished.com/index.php?topic=2443.0) it always double the input
you take 12 beef and make 24 steaks.
incase of some extra like smoke meats... you take 12 beef 1 firewood and get 24 smoked meat that stay at 3 value cause the firewood that imply(instead of 2 value with no extra intake) the thumb rule is always you double.


of course, it is always an education optimization. if no education will always be an intake of 12 and create 16 product.



about your fertilizer... you need a better strategy about your storage :) if the storage that had the thatch doesnt allow fertilizer... he cant put your fertilizer there :) and will be stored elsewhere.
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on May 30, 2018, 01:38:30 AM
@huyle, when you use the /fodder/fertilizer/greenhouse chain logistic is the big problem. As I tested RK Ed I made a lot of experimenting. My blogs are long and I wrote  a lot about it, so I will make a small summary of my findings.

For some reason Bannis love to carry fertilizer around. You can find it on every possible location, not only where the thatch came from. Look around your map and after awhile you´ll find it on the most remote stockpile. Fodder is similar. 

To avoid this I can recommend this;
-only use specialized stockpiles, not only for material (fertilizer) and construction (fodder); for everything. If you make bricks and glass, you will still find some fertilizer on the stockpiles, you built for clay and sand but not out in the woods, where you want logs and stone.
-use the small specialized charts for material and construction close to where they are produced and consumed but use no vendor (at least not all the time). If the stable person once put the fertilizer in the chart, it stays there until it's consumed, no laborer carries it away. If you use a vendor there will be a lot of clay and sand in these carts as well.

Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 30, 2018, 02:48:10 AM
@Nilla i tried using the specialized stockpile from NMT and Kid's mod. it seems like bannies prefer the vanilla stockpiles than the specialized
Title: Re: RKEditorChoice BETA12c open
Post by: Nilla on May 30, 2018, 02:54:46 AM
I know, that´s why I said;
Quote-only use specialized stockpiles, not only for material (fertilizer) and construction (fodder); for everything
Title: Re: RKEditorChoice BETA12c open
Post by: RedKetchup on May 30, 2018, 02:57:20 AM
you are another one who need to use specialized carts ^^
Title: Re: RKEditorChoice BETA12c open
Post by: huyle on May 30, 2018, 09:59:08 AM
first town reach 100 years with this mod, about 16hrs ingame
i really really love the glass house, its sooo adorable :)
(https://i.imgur.com/n1VA9s2.jpg)

i even build it before i get the first seed from trader
(https://www.upanhtocdo.com/images/2018/05/31/Screenshot8.gif)
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on May 30, 2018, 04:40:10 PM
Build Beta 13 available !!!
Changed all the tavern/alcohol production chain. Although you will able to continue to make the old ale (which has been lowered to 6 value), you will now able to make beer and strong beer.
A new building has been made : The MaltHouse. This new building will take your grain and make a new resource: malt. the tavern will take your malt and make beers of it. Strong beer will also require hops resource, the value of beer will be 8 value, strong beer will have a value of 10. A new orchard plant : Hops has been made.

it is possible i made some tweaks here and there... but i can't remember what ^^ hehe

WARNING Save Compatibilities: you ABSOLUTELY need to destroy all your taverns in all your RK Ed save games before making the switch or you wont be able to load those save games. This is because the look of the tavern has changed, making it non compatible with old vanilla tavern.
Title: Re: RKEditorChoice BETA13 open
Post by: Nilla on May 31, 2018, 12:35:52 AM
Sorry,@huyle, I can't see your pictures. There's only a sign similar to a street sign; "no entrance".

And yes, I think that's also what makes this method great; you don't need to wait for the seed merchant. But since it's so tricky with several steps and materials that aren't so easy to handle, and need a lot of space, I don't find it like cheat, not at all. :)

Thanks Red for the upgrade. I will try it eventually. It's on my "itching" list. ;)
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on May 31, 2018, 01:24:32 AM
@RedKetchup thank you so much for the update. im learning some 3D modeling, i wish i can do something to help (im studying in an architectural college)

@Nilla i fixed the img link above
Title: Re: RKEditorChoice BETA13 open
Post by: Nilla on May 31, 2018, 01:58:52 AM
Thank you @huyle. The pictures are nice. I like the way you use the ghosted roofs on the pastures, very creative! :) Do you get enough fertilizer to all these greenhouses together? It's looks good, but to my experience, it's better to spread them.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on May 31, 2018, 03:10:45 AM
yup looks good !!
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on May 31, 2018, 04:30:30 AM
@Nilla  i think [1thatch farmer-2well(or EB's water reservoir to save stone)-2 stable] is enough for 6 glass house. but im considering where to build the thatch farmer(TF). in the latest town, i build it nearby the forest lodge(FL), save lots of space but the workers walk a long way to collect thatch. if i build TF and glass house in a separate area, it wastes lots of space just to grown thatch, especially in valley map. i think a vendor who collect only [thatch-fertilizer-water-flower] may solve this problem

@RedKetchup  hello RK, i have an idea for the canal. i think about a canal cover that buildable on water and walkable (looks like the DS's jetty mod). this one (a half height of normal canal and allow the river flow under it) can be used as a bridge across the river(http://i.imgur.com/TRBnr3S.jpg)
the 3way/4way cover canal can be used to cover the flaw water direction
and also a 3 tiles-wide bridge but has 1 tile on it to walk. the 2 tiles bridge makes the villager move in zigzag way
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on May 31, 2018, 09:25:27 AM
@Nilla i dont know if you mention about this before. and not only fertilizer, i think every item (food, material,...) was randomly picked and dropped all across the town. when the villagers finish their current job (production reach limit or no material required in their working building) , they become a laborer for a short time and "picking up resources" or "placing inventory" etc... before they get back to their job, especially trader and farmer since they dont have a full-time job. they collect various items and drop it anywhere they go. some of my farmers even chopping tree when the crop is already 99%, and then the temp drop to -1*C in the middle autumn  :(

(https://i.imgur.com/40Vxsah.png)
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on May 31, 2018, 10:43:01 AM
Quote from: huyle on May 31, 2018, 04:30:30 AM

and also a 3 tiles-wide bridge but has 1 tile on it to walk. the 2 tiles bridge makes the villager move in zigzag way

we would have no choice to make it zigzag there too so the boat can pass. those pieces arent a special feature "bridge" which would let the boat pass under.
banished is that, some feature are often linked to something else and cant seperate those without a crash or accept everything as a whole.
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on May 31, 2018, 12:55:22 PM
thanks for explaining

i notice that you classified the thatch farmer and stable as misc, but they actually store in a material stockpile, can you re-classified them to misc? so i can use the misc wagon to collect them as well as flowers
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on May 31, 2018, 01:47:50 PM
Quote from: huyle on May 31, 2018, 12:55:22 PM
thanks for explaining

i notice that you classified the thatch farmer and stable as misc, but they actually store in a material stockpile, can you re-classified them to misc? so i can use the misc wagon to collect them as well as flowers

thatch = is custom5 = Construction because the original mod that came from : Nat-Div
flowers = is  custom 7 = Miscelleneous
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on May 31, 2018, 02:30:59 PM
@RedKetchup how about water, i see it was classified into food, is it vegetable?
Title: Re: RKEditorChoice BETA13 open
Post by: tuggistar on May 31, 2018, 02:48:59 PM
Thank you very much for the new version of this mod redketchup ;D. You can show what mods is already there in Rkeditorchoice Beta13, I'm a little confused what mods is and what is not.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on May 31, 2018, 03:18:07 PM
Quote from: huyle on May 31, 2018, 02:30:59 PM
@RedKetchup how about water, i see it was classified into food, is it vegetable?

water is water, drinkable, classified as food, but there is no nutricient in it, no vegetable, no fruit, no proteins.. nothing. just edible thats all
Title: Re: RKEditorChoice BETA13 open
Post by: BlueFireChelle on June 01, 2018, 01:54:41 AM
@RedKetchup  just a quick question regarding NMT 2.04 (not necessarily in this BETA version, but in the standalone mod) does anyone else have a problem with the Medieval Tailor and making Survival Coats? It seems they are set for "reed" rather than "reeds". Is there a separate resource gatherer for the "reed" that I have missed, or is it a typo? I really like this tailor, so I keep using it, but it would be great to be able to make the survival coats if its an easy fix. I've always had problems with it also taking silk (the silk carrying labourer just goes back and forth but won't actually unload) so I assumed my previous laptop had a glitch with the mod seeing as no one else has mentioned it. But my fresh install of the mod still has this issue. Any ideas?
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 05:58:18 AM
euh.... Never in my life i used "reed" or "reeds" yet. I never added that resource in any of my mods yet.

So certainly, it comes from megamod and megamod comes from BlackLiquid and Kralyerg. :)
Inside the pure and old NMT 2.04, reeds doesnt exist :)
Title: Re: RKEditorChoice BETA13 open
Post by: tuggistar on June 01, 2018, 07:04:31 AM
What mods have been added to Rkeditorchoice beta13. I haven't received a reply from a previous post. :( A small suggestion: it is possible in the first post to put a list of mods which already is and which are not in this mod.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 07:46:36 AM
I added Boston Houses 1 v 3.0 and Boston Houses 2 v 1.0, and changed the ale / tavern chain.
Title: Re: RKEditorChoice BETA13 open
Post by: Nilla on June 01, 2018, 08:10:13 AM
I think @tuggistar means, that he/she wants to know which of all your mods are a part of RK Ed, not necessarily which you've added new to this version. I suggest @tuggistar that you start your game with this big, great mod only (maybe together with some mods from other modders you want to use) and if something is missing, you simply add it along the way. There are some rumours, that it's bad, to add mods to an existing game. But that's the way I normally do it, without trouble.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 08:16:52 AM
I have a problem with my first post.... it is at the limit of number of caracters allowed (1000) each time i try to add at it... i need to find things to delete ^^
Title: Re: RKEditorChoice BETA13 open
Post by: brads3 on June 01, 2018, 09:42:57 AM
NILLA,i think you can get away with adding addon mods your way.as long as you don't add anything that affects start conditions and add under the RK,that should work.
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 01, 2018, 10:38:55 AM
@RedKetchup, as you noted, I've been away for awhile, so I haven't followed the development of Editor Choice from the beginning. There is a strong possibility you've already answered this question. In Editor Choice, which is really impressive, do you incorporate the improved fields and orchards mods or do you use vanilla fields and orchards?
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 10:58:11 AM
Quote from: rkelly17 on June 01, 2018, 10:38:55 AM
@RedKetchup, as you noted, I've been away for awhile, so I haven't followed the development of Editor Choice from the beginning. There is a strong possibility you've already answered this question. In Editor Choice, which is really impressive, do you incorporate the improved fields and orchards mods or do you use vanilla fields and orchards?

yes, they use a very extended list of crop seeds and orchard seeds(all with fresh new graphics), you can enable the auto-pickup button, and you can make them as big as 25x25 tiles.
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 01, 2018, 11:10:19 AM
@RedKetchup i just added CC 1.75 along with NMT204.106 and RKeditor in a new game. are they compatible? (just 3 of them, not include any other mod)
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 01, 2018, 11:36:00 AM
@huyle , I have CC 1.62 (The Forge Awakens), RK Editor's Choice 11, and NMT2.04.  CC (any version) and RK Editor's Choice (whether Beta 11 or later), are not fully compatible.  Some things don't work.   I also have many, many other mods added.

I have my load order with NMT 2.04, then RK Editor's Choice, followed by CC.  And then things were ok as I desired them. I need to trade for some things, but that is fine with me.

Give it a try, to see if even with not all features working is fine with you.  But to get the full no problems experience of RK Editor's Choice, you won't be able to use CC.

Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 01, 2018, 12:18:24 PM
Quote from: RedKetchup on June 01, 2018, 10:58:11 AM
yes, they use a very extended list of crop seeds and orchard seeds(all with fresh new graphics), you can enable the auto-pickup button, and you can make them as big as 25x25 tiles.

I just started playing and what do my wondering eyes behold? You've redrawn every freekin' building and a whole lot besides! Flowers and foliage everywhere. Oh, my! What a ton of work. And new music, too! You are incredible, my friend, just incredible.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 12:40:16 PM
Quote from: rkelly17 on June 01, 2018, 12:18:24 PM

I just started playing and what do my wondering eyes behold? You've redrawn every freekin' building and a whole lot besides! Flowers and foliage everywhere. Oh, my! What a ton of work. And new music, too! You are incredible, my friend, just incredible.

thanks you :)

it is a whole new game :) like... Banished 2  ;D
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 01, 2018, 12:44:58 PM
Quote from: huyle on June 01, 2018, 11:10:19 AM
@RedKetchup i just added CC 1.75 along with NMT204.106 and RKeditor in a new game. are they compatible? (just 3 of them, not include any other mod)

you need to keep in mind only 1 mod can change the starting conditions. or you get RK maps/starting or you get CC maps/starting. and that, there is nothing we can do. this is how the developper made it work.

everything else between RK and CC works together perfectly.

RK and NMT2.04 : the canal system is not compatible and totally redone. if RK is on top, you must never click on the MC icon from NMT2.04, same is you put NMT2.04 on top of the RK Ed : never click on MC icon of RK Ed. (it will be only fix at the RC or official release.
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 02, 2018, 04:31:47 AM
@RedKetchup hello RK, is it possible to change the capacity of material stored in a building? its like the blacksmith only store about 10 log-10 iron for once, otherwise, the bakery can stock up to 150 flour
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 02, 2018, 10:13:35 AM
everything works in "weight" capacity. flour weight 1 ... logs weight more and iron/stone weight more than wood.
but yeah i can ask BS to stack more ... 1500 weight instead of 1000. i can do that.
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 02, 2018, 11:22:00 AM
If I were to enable the following mods in this order, I'm assuming it would not crash the game, *but* the Increased CC would not change the amount of copper ore harvested, since that's not found in RK Ed?  Or would it not change the amount of any of the resources since it's below RK Ed?  Or are you going to tell me I have to not be lazy and just check it myself?   :P
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 02, 2018, 11:40:33 AM
since it is below RK Ed it will only increase the materials that arent inside RK Ed.
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 02, 2018, 11:42:59 AM
So if it were above, it would increase copper ore harvested, even though that's not in CC?  The ways of mods are mysterious to me, truly.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 02, 2018, 11:50:40 AM
Quote from: Goblin Girl on June 02, 2018, 11:42:59 AM
So if it were above, it would increase copper ore harvested, even though that's not in CC?  The ways of mods are mysterious to me, truly.
i have no idea if copper is included in that CC mod. i would need to ask @kralyerg
if it is included, it will. if it is inexistent in that mod, it wont.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 02, 2018, 12:14:07 PM
Quote from: RedKetchup on June 02, 2018, 11:50:40 AM
Quote from: Goblin Girl on June 02, 2018, 11:42:59 AM
So if it were above, it would increase copper ore harvested, even though that's not in CC?  The ways of mods are mysterious to me, truly.
i have no idea if copper is included in that CC mod. i would need to ask @kralyerg
if it is included, it will. if it is inexistent in that mod, it wont.

just got an answers from K :
QuoteNo, just the basics.  Stone, Wood, Iron, Iron Ore.
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 02, 2018, 03:16:44 PM
Thanks, Red.   :)
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 02, 2018, 07:02:17 PM
Which of the buildings/features you listed aren't available separately? Do you have any plans to release them separately like you did with the carts? I like to pick and choose instead of having one big mod, especially given that I like having plenty of different mods enabled at the same time :)
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 02, 2018, 08:06:07 PM
Quote from: Voeille on June 02, 2018, 07:02:17 PM
Which of the buildings/features you listed aren't available separately? Do you have any plans to release them separately like you did with the carts? I like to pick and choose instead of having one big mod, especially given that I like having plenty of different mods enabled at the same time :)

mostly all the relook vanilla buildings and some added chains like gem cutter, jewel maker, malt house, etc...
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 03, 2018, 04:58:02 AM
I would love to have the gem cutter/jewelry maker chain available separately. Pretty please?
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 06:42:00 AM
It would be great to have your stone houses and shops/market buildings that fit under your multi-level houses as separates too.  Those are wonderful, basic items that I think everyone should be able to use, even with old, slow, weak computers.  Also, some times a person would still like to have the vanilla houses too, but your RK EC replaces those buildings.
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 03, 2018, 07:04:09 AM
I would like the taverns too :) In general, if there's a new building/crop/etc. that isn't already available as a separate mod, I'd really appreciate if you released those separately one day :)
Title: Re: RKEditorChoice BETA13 open
Post by: kid1293 on June 03, 2018, 08:03:24 AM
This not directed at you @Voeille !!!

I just want to add my feelings about making a huge effort like @RedKetchup is doing.
He is making something compatible and something which will keep you occupied for years.

Why do you want him to break it apart?

I admit, I like small mods but I can see the benefits of having all in one place.
I think resource management, saving in on textures and code. And updates!

If RK decides to release parts of Editor's Choice separately I will feel it is like Christmas!
Until then, why not test and listen to what he has to say with his mod?

Not flaming anyone! Just a modders perspective on things.
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 03, 2018, 08:48:58 AM
I see your point. I'm just a fan of small mods and having choice. For example, I'd like the taverns, gemcutter etc., but I'd like to keep vanilla buildings as they are, and I want to keep CC starts. The biggest advantage of small mods is that I can decide exactly what I want. I don't like all the the stuff that is in CC either, I'd like to decide on a building base what to have (there are plenty of buildings I will never use). I was very hesitant to get CC, and I decided to use it for quite a weird reason – I wanted the Adam & Eve start and trees on mountains from Beautiful World. When I had just the Adam & Eve start as a separate mod, I didn't get the trees, so the only option left was CC + CC compatible version of Beautiful World. And those things are the reason I can't drop CC – I just can't play with barren mountains, however weird it sounds. I'd definitely appreciate if someone made a mod for just that (trees + Adam & Eve), but I don't think that's going to happen.

The point is, I want to pick and choose and adjust the game to my liking as much as possible, and I want to avoid the situation when I need to download a mod with 100 things in just because I want 2 things from it, like it happened with CC. I'm not insisting on anything, it's Red's decision to make those things separate or not, and I'll understand if he decides against it. But even if a single building is released separately one day, I'll be grateful.
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 03, 2018, 08:50:34 AM
Quote from: galensgranny on June 03, 2018, 06:42:00 AM
It would be great to have your stone houses and shops/market buildings that fit under your multi-level houses as separates too.  Those are wonderful, basic items that I think everyone should be able to use, even with old, slow, weak computers.  Also, some times a person would still like to have the vanilla houses too, but your RK EC replaces those buildings.

Aren't "underneath" shops available  in the older versions of Medieval buildings? Like version 2 or so? I'm pretty sure I've used them in various towns prior to the current collection. There was a time when several of us wanted market traders who weren't all in one big square. @RedKetchup was one of those who offered options and I'm pretty sure these are still out there in the Mods section. Red's were unique  in that they fit under upper story houses, the result of his pioneering multi-floor buildings. But they all worked alone, too.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 03, 2018, 09:35:52 AM
the main plot with this mod has shifted from "put everything i did i loved to most" to " make a complete immersion to give the feeling that a completly new game or Banished 2"

many things will stay inside RK Ed cause if i give too much liberty, nobody will use it. i can maybe later do a seperate standalone gem chain but not everything will be inside its own standalone.


the immersion of this mod is very important to me.
(immersion or immersive ? )


once it will be a live version, i will maybe offer a light version of it which the goal will be to get 50% - 60% of original size.




but there is already some standalone you can use: canals, crops, orchards, color fences, white fence, gardenwallls, creepy cemetary, colorful little house, boston house 1 , bostonhouses 2 , and certainly more that i forgot..... like peak's valley, forest center.....
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 09:45:28 AM
Yes, @rkelly17 , the NMT 2.04 does have shops that go under coordinating buildings, but those shops don't fit under Red's newer NMT Multi-floor housing.  It's not the concept of any old shop under any old building as a kind of space saver, but the different looks as well.  Red's roof and wall textures are wonderful.  You can't get those sand bricks other than the new NMT Multi-floor housing.  I have taken a great liking to those sand bricks.  Plus the shops he has in RK EC are not really quite the same with how items are distributed per shop.

@kid1293 , Red's Editor's Choice mod is indeed wonderful, but it replaces buildings from the vanilla game, and sometimes I also would like to be able use some of the vanilla buildings.  The wood vanilla houses and other buildings match well with your new Cheese set, but if one has RK EC one can't make a town section nicely matching with your new Cheese set, which is something I was thinking to do. 
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 09:48:38 AM
Quote from: RedKetchup on June 03, 2018, 09:35:52 AM
once it will be a live version, i will maybe offer a light version of it which the goal will be to get 50% - 60% of original size.
That will be great, because it already takes 20 minutes for my game to load, so a light version would be very helpful.  It needs your wonderful, marvelous stone houses for sure!  Those are one of my favorites of what you have made, in long list of my favorites of what you have made.
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 03, 2018, 10:02:20 AM
it would be great if RK makes the brown-roof multifloor house from NMT2.04 as a separate mod. a lot cheaper than the current NMT3.0 multifloor, i can afford it from the beginning. in NMT3.0 i have to build the vanilla house at the beginning, then replace it with the multifloor house later
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 10:12:52 AM
Quote from: huyle on June 03, 2018, 10:02:20 AM
it would be great if RK makes the brown-roof multifloor house from NMT2.04 as a separate mod. a lot cheaper than the current NMT3.0 multifloor, i can afford it from the beginning. in NMT3.0 i have to build the vanilla house at the beginning, then replace it with the multifloor house later
I usually clear a section where I won't be wanting my desired town look and buildings, such as the NMT multi-floors, and then build a boarding house.  Then after I get enough resources, I can start planning and building my town with the buildings I finally really want.
Title: Re: RKEditorChoice BETA13 open
Post by: brads3 on June 03, 2018, 11:16:03 AM
i agree with KIDD and RED. for what the mod does the size is quite small. it is 1/3rd the size of the CC journey.so that leaves lots of room for other mods and decorations.even with the NMT combined it is less than half the CCJ. placing the RK under another main mod changes the start but still gives you the building options.

to GRANNY's point about overriding the original start buildings,i wonder if a patch could be made to do that.if it could be a simple mod that might be athe way to go.i am unsure why it takes 20mins to load. that makes me think it is something computer related.i have  6 gigs of ram and over 135 mods yet load time is only a few minutes.i do play at 10x speed but the game does play slower.no where near as fast as videos i have seen.
      i wonder if a defrag or weeding other programs would help. have you tried changing from full screen to window mode? without mods how long did it take to load are you running it under steam? if so you could try changing the options on steam updates or turn off the Vsync,etc. that load time would concern me.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 12:13:29 PM
@brads3  I don't only have RK EC, but also CC The Forge, and dozens of other mods, such as just about all of Kid's, Embx's, and Discrepancy's,  plus other small mods (no smoke, houses from people who made just a few houses, quieter livestock, and the like). 

My computer has 4 GB of ram (that was seemingly more than I would ever need when I first got the computer!  ;D )  It is Windows 7.  Intel Core.

What does Vsync do?  I have it checked in the Banished options.  If you think it will help my game loading time, I'll turn it off.  What are the "etc." you think could help. 

Yes, I am running the game under Steam.  I did learn to run it in "offline mode".

I do clear my cache and temp files often using CC Cleaner.  I haven't defragged in a while.  I have turned off programs in the Task Manager, such automatic update programs.
I agree that for what the mod does, it is a lot smaller than the most recent CC Journey, but I can't use CC Journey as then my load time is a lot longer than 20 mins. 

It would be good if there was a patch to allow the vanilla buildings.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 12:15:33 PM
To add to my post, without any mods, it loads in under 5 minutes.  I have it in windowed mode.
Title: Re: RKEditorChoice BETA13 open
Post by: brads3 on June 03, 2018, 02:25:35 PM
wow,sounds like you have tried about everything then. surprised 2 GB makes that much difference.surprised too that a few mods would cost another 15 mins to the load.
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 03, 2018, 02:53:25 PM
It's indeed surprising that even a modless game needs a few minutes to load for you. Without mods it loaded pretty fast for me, I even tended to fully exit when I was going to be away for not a long time. Now I just leave it on. I haven't measured it, but I think with 80-100 mods it loads 3-5 min, however it can be longer than I feel, because I just minimise and do something else in the meantime. I don't have SSD or anything other fancy, but I do have 16 GB RAM. I started with 8 and kept increasing it because it just never was enough ;)

@RedKetchup
I can understand that your goal was immersion (and yes it is immersion if you want the noun, immersive is an adjective), and it's not unlikely I'll try the whole mod at some point just to see how it feels to play with it, but you included plenty of great things that are very versatile and would work well in various mod combinations, such as the taverns or gemcutter :) I hear people mentioning new multistory houses? I'd love them too, the colourful little houses and those from NMT 2.0 are ones of the most used by me, so it'd be great to have even more of those. But again, no pressure, do it if you want and don't if you don't :)
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 03, 2018, 03:27:46 PM
Quote from: galensgranny on June 03, 2018, 12:13:29 PM
My computer has 4 GB of ram (that was seemingly more than I would ever need when I first got the computer!  ;D )  It is Windows 7.  Intel Core.

What does Vsync do?  I have it checked in the Banished options.  If you think it will help my game loading time, I'll turn it off.  What are the "etc." you think could help. 

I remember when I broke the bank and bought a computer with 1 Mg of Ram and a 40 Mg HDD. I thought I had died and gone to heaven and would never need anything more. Vsynch isn't about loading time. What Vsynch does is limit your graphics card to the same FPS as your monitor. Not much point having your graphics card ripping off 200 FPS if your monitor can't display more than 60 FPS. So, turning Vsynch off won't help. In fact, it may hurt. I'm not sure about Banished, but in some games the graphics card is going bonkers using resources to display FPS that your monitor can't deal with. Turning Vsynch on tells everyone to take it easy and your computer then can use its resources for other things.

If you want to speed up loading time about the only thing that will help is a faster hard drive, since the game is loading from there. Solid State Drives (SSD) help greatly, but not all older computers are set up to handle them well. And, of course, the more you are loading, the slower it goes. Mods will always add to loading time since they have to be loaded into memory. The bigger the mod, the longer the time. Damn laws of physics.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 03, 2018, 05:23:44 PM
if i didnt said anything since a good dozen of posts... i am not totally sold yet... but i let you discuss. maybe you can convince me to do a thing or 2 :)

presently trying to learn to make animals so i can replace all my faked animals that are dressed as a deer ^^
not alot of progress though i can get it compile and launch game without crash. i have some ... minor MAJOR issues though ^^
Title: Re: RKEditorChoice BETA13 open
Post by: elemental on June 03, 2018, 05:43:54 PM
Shadow demons? Nice.  :)

Now we know why they were banished.
Title: Re: RKEditorChoice BETA13 open
Post by: embx61 on June 03, 2018, 05:57:40 PM
I once bought an animated animal and I had the same issue as Red.


I could not scale it in Max because of the bones what does not scale with the mesh.
Luckily the mesh was cheap.


I wish Luke did a write up on his site how to do a proper animation the way he does it.
Only one I know who did some animated animals was Shock I believe but sadly no tutorial.



Title: Re: RKEditorChoice BETA13 open
Post by: brads3 on June 03, 2018, 05:58:24 PM
if there is a way RED, that would be awesome.i keep hoping a new modder will find a secret too the animals. any word from SHOCK PUPPET? CC at least has bison and horses.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 03, 2018, 06:07:33 PM
Quote from: brads3 on June 03, 2018, 05:58:24 PM
any word from SHOCK PUPPET?

absolutely no words at all.
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 03, 2018, 07:27:26 PM
Nice alien monsters you have there ;) But yes, I'd appreciate new animals animated as well as the vanilla ones, that would be interesting.

Quote from: RedKetchup on June 03, 2018, 05:23:44 PM
didnt said

You want to use didn't say, i.e. the past tense is applied only once. If you use I said, you apply it to say, because that's the only verb here. But if you use didn't, it already has the past tense included, so you don't need to apply it to to say, hence you get didn't say. I hope you don't mind the correction, I just wanted to help because I know from my own experience how helpful corrections can be :) They significantly increased my command of the language, especially if they come with an explanation. I'm not perfect of course and I still make mistakes, but 5 years ago I could barely communicate (I hated English at school so I never learnt a lot during those times), now it's much better and I'm able to express almost everything I want and this year I started reading books in English. I'm terrible at understanding what I hear and I'm not good at pronunciation, but hopefully it'll improve when I'm forced to use English all the time.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 03, 2018, 08:32:13 PM
I made some changes with Steam settings,  that I had not previously known about, and now the game loads in only 10 minutes with all the mods I have!  :D   I think that is as good as I will be able to get it with my computer.  What I changed in Steam was under Steam>Settings>In-game, and unchecked "Enable the Steam Overlay while in-game".  Also, I read to go into the computer's control panel > internet options> connections > LAN settings and uncheck "Automatically detect settings".
I am not sure if both actions made the difference or just one of them. 


I still vote for a RK Editor Choice Light version someday, and for the stone houses to be set free separately sooner than later.  I really would like to have the option of not being "fully immersed" and so I can sometimes have the vanilla houses and other buildings too, along with Red's new stone houses. 


Quote from: Voeille on June 03, 2018, 02:53:25 PM
I hear people mentioning new multistory houses? I'd love them too, the colourful little houses and those from NMT 2.0 are ones of the most used by me, so it'd be great to have even more of those.
When I was talking about the new multistory houses, they are not new as in right now new, but rather the NMT Multi-Floors Housing from August 2017,  http://worldofbanished.com/index.php?action=downloads;sa=view;down=348 .  These are included in RK Editor Choice, so if one already had them from before, disable the solo version.

That is in comparison to the previous multistory houses from Medieval Town 2.04 http://worldofbanished.com/index.php?action=downloads;sa=view;down=176, which in Red's list in the first post and common usage on this forum people call NMT 2.04- the "old" multistory houses, not to be confused with the two-story Colorful Little Houses.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 03, 2018, 09:13:26 PM
both multi story are different because i had to redo them to apply the 8 color variants with the new textures. i couldnt applied those perfectly if i didnt redone those. and i took the occasion to make them a bit smaller and less high
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 03, 2018, 11:38:11 PM
i have an 8 cores cpu, but banish only use 2-3 cores/3gb ram to load the game (my banish folder is only 4gb), i think the game engine is not ready for too many mods, i hope the game devs can improve the game engine
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 04, 2018, 02:13:27 AM
but he did stop definately working on this. not sure what he is doing... but probably will do another kind of game.
Title: Re: RKEditorChoice BETA13 open
Post by: embx61 on June 04, 2018, 03:47:13 AM
@galensgranny


I should leave automatic detect settings on for your Internet as it has nothing to do with loading the game.
What helps a lot is to ALT+TAB out of the game when it is loading.


After about 10 to 15 seconds go back to the game from the Taskbar.
Really a lot of mods and still black screen rinse and repeat above.
I had with tons of mods loaded under 1 minute with using ALT+TAB what by not using ALT+TAB took about 7 minutes.


The game engine can handle quite a lot of mods (depending on PC of course) but the loading system is wonky and/or not seem optimized.





Title: Re: RKEditorChoice BETA13 open
Post by: Hawk on June 04, 2018, 04:24:36 AM
Quote from: rkelly17 on June 03, 2018, 03:27:46 PM
Quote from: galensgranny on June 03, 2018, 12:13:29 PM
My computer has 4 GB of ram (that was seemingly more than I would ever need when I first got the computer!  ;D )  It is Windows 7.  Intel Core.

What does Vsync do?  I have it checked in the Banished options.  If you think it will help my game loading time, I'll turn it off.  What are the "etc." you think could help. 

Vsynch isn't about loading time. What Vsynch does is limit your graphics card to the same FPS as your monitor. Not much point having your graphics card ripping off 200 FPS if your monitor can't display more than 60 FPS. So, turning Vsynch off won't help. In fact, it may hurt. I'm not sure about Banished, but in some games the graphics card is going bonkers using resources to display FPS that your monitor can't deal with. Turning Vsynch on tells everyone to take it easy and your computer then can use its resources for other things.

@galensgranny To add a little more to what @rkelly17 said above, here's a link to a very good explanation of what VSYNC is, what it does, how it works, and when - or when not to use it.

https://hardforum.com/threads/how-vsync-works-and-why-people-loathe-it.928593/ (https://hardforum.com/threads/how-vsync-works-and-why-people-loathe-it.928593/)
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 04, 2018, 06:46:50 AM
Quote from: kid1293 on June 03, 2018, 08:03:24 AM
Just a modders perspective on things.
Thanks for sharing this.  I see your point.
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 04, 2018, 06:51:08 AM
Quote from: RedKetchup on June 04, 2018, 02:13:27 AM
but he did stop definately working on this. not sure what he is doing... but probably will do another kind of game.
If I remember correctly, he started out making a zombie game, and then decided to do Banished instead.  So perhaps he's back to zombies.  Or perhaps he's just sitting on the beach in a tropical paradise, enjoying fruity drinks with little umbrellas in them, enjoying the millions he now has. 
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 04, 2018, 09:55:29 AM
Quote from: embx61 on June 04, 2018, 03:47:13 AM
@galensgranny


I should leave automatic detect settings on for your Internet as it has nothing to do with loading the game.
What helps a lot is to ALT+TAB out of the game when it is loading.


After about 10 to 15 seconds go back to the game from the Taskbar.
Really a lot of mods and still black screen rinse and repeat above.
I had with tons of mods loaded under 1 minute with using ALT+TAB what by not using ALT+TAB took about 7 minutes.


The game engine can handle quite a lot of mods (depending on PC of course) but the loading system is wonky and/or not seem optimized.

You are right, @embx61 , that I should leave the LAN settings alone.  I read that unchecking the automatically detect line helps with Steam games, but that must have been in regards to multi-player games that need to use an internet connection.  So I put it back to how it was.  My game is still loading in 10 minutes or less!   ;D That is very fast for me compared to 20 minutes or more to load.  So if one has Steam, uncheck "Enable the Steam Overlay while in-game" under settings in Steam to help improve your loading time (unless you need it active for some reason for other Steam games).

Also, the alt-tab thing while the game is loading helps.  It cut off about two or three minutes loading time down from 10 minutes to speedy 7 (though it took my computer at least a minute to go to the Window's screen.)     

Once my game is loaded, it works fine with all the mods, though maybe my 10x speed is not as fast as it would be without mods, but it is still very fast to me.  I can even pause the game, go online for a while, then back to the game and all is well.
@RedKetchup , good luck with the animals. 




Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 04, 2018, 01:49:21 PM
Quote from: RedKetchup on June 03, 2018, 09:13:26 PM
both multi story are different because i had to redo them to apply the 8 color variants with the new textures. i couldnt applied those perfectly if i didnt redone those. and i took the occasion to make them a bit smaller and less high

I really like the new "Little House" version. I liked the old one a lot, and the new colors and size make it even better. I especially like the one that looks like flat roof tiles with crud on them.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 04, 2018, 02:33:49 PM
Quote from: rkelly17 on June 04, 2018, 01:49:21 PM
I really like the new "Little House" version. I liked the old one a lot, and the new colors and size make it even better. I especially like the one that looks like flat roof tiles with crud on them.
Crud?!  You mean yucky dirt, or did you mean something else? 
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 04, 2018, 02:37:03 PM
can you add a picture to give precision on this ?
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 04, 2018, 02:52:10 PM
@RedKetchup , hello RK, are you planning for some more decoration items?
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 04, 2018, 05:31:12 PM
Quote from: huyle on June 04, 2018, 02:52:10 PM
@RedKetchup , hello RK, are you planning for some more decoration items?

yes !
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 05, 2018, 09:41:24 AM
Quote from: galensgranny on June 04, 2018, 02:33:49 PM
Quote from: rkelly17 on June 04, 2018, 01:49:21 PM
I really like the new "Little House" version. I liked the old one a lot, and the new colors and size make it even better. I especially like the one that looks like flat roof tiles with crud on them.
Crud?!  You mean yucky dirt, or did you mean something else?

You raise an interesting philosophical question, @galensgranny. What exactly is "crud"? Hmmm. One of the advantages of the word "crud" is that it can mean many things all at once. In this case I suppose I was referring to the signs of aging and decomposition on a couple of the roofs in the newest version. Sort of a combination of the passage of time and birds stopping by. Have you ever noticed that many of the original wood buildings in vanilla Banished look like they are about to collapse? Or at least that they are past their prime? I think that @RedKetchup has captured that feel in some of the new roofs.

By the way, for the linguists out there, ever since I moved to Canada 33 years ago, people born here can always detect my American origins by the way I say "roof." Even my Grandkids. That was one I never anticipated and when I want to "pass" I avoid talking about the tops of buildings.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 05, 2018, 10:50:02 AM
@rkelly17 , your monitor, settings of something must be better than mine as on Red's lastest 3 story houses, I haven't noticed that the roofs have signs of aging. Though I do have my game setting for low shadow resolution and quality.  That would make a difference.  So, your use of "crud" doesn't have the negative associations I give to that word.  I hadn't thought of bird poop on roofs, but of course there would be and indeed, I would put that in the "crud" category.
Regarding the word "roof" in the US, different regions say it differently.  Do Canadians pronounce it yet another way?  I am from New York City and say roof with the oo sound as in shoe.
Title: Re: RKEditorChoice BETA13 open
Post by: Voeille on June 05, 2018, 10:51:28 AM
I like the worn-out look. It might not be realistic that freshly placed buildings immediately look like that, after all, everything was new at some point, but I think such a look is very fitting for Banished. A building that looks too new or too modern just sticks out too much.

Quote from: rkelly17 on June 05, 2018, 09:41:24 AM
By the way, for the linguists out there, ever since I moved to Canada 33 years ago, people born here can always detect my American origins by the way I say "roof." Even my Grandkids. That was one I never anticipated and when I want to "pass" I avoid talking about the tops of buildings.

I wish that after I move into the UK I'll manage to train myself British accent so it's not obvious that I'm foreign with the first word I say, but the first step is learning proper pronunciation ;) I still have issues with sounds that are new to me, such as 'th', or 'ea' in beard or ear. I also don't like that some words can be pronounced differently despite exact same spelling, for example wind. One meaning is pronounced with short i and the other with the long sound, with absolutely no indication. Things like that can be really confusing.
Title: Re: RKEditorChoice BETA13 open
Post by: Goblin Girl on June 05, 2018, 03:05:13 PM
Quote from: rkelly17 on June 05, 2018, 09:41:24 AM

By the way, for the linguists out there, ever since I moved to Canada 33 years ago, people born here can always detect my American origins by the way I say "roof." Even my Grandkids. That was one I never anticipated and when I want to "pass" I avoid talking about the tops of buildings.
Wait, what?  I know of two pronunciations: roof with the same vowel sound as what an owl says: "hoo".  And a shorter vowel that rhymes with hoof.  I haven't heard anyone use the second one for decades.  It was all people in my parent's generation.  How do you say it?  How do Canadians say it?  I guess I have never had a conversation about the tops of buildings with any of my Canadian friends. 
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 05, 2018, 03:41:37 PM
i still dont know which rooooof you are talking ^^ this one ?
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 06, 2018, 11:10:24 AM
Quote from: Goblin Girl on June 05, 2018, 03:05:13 PM
Quote from: rkelly17 on June 05, 2018, 09:41:24 AM

By the way, for the linguists out there, ever since I moved to Canada 33 years ago, people born here can always detect my American origins by the way I say "roof." Even my Grandkids. That was one I never anticipated and when I want to "pass" I avoid talking about the tops of buildings.
Wait, what?  I know of two pronunciations: roof with the same vowel sound as what an owl says: "hoo".  And a shorter vowel that rhymes with hoof.  I haven't heard anyone use the second one for decades.  It was all people in my parent's generation.  How do you say it?  How do Canadians say it?  I guess I have never had a conversation about the tops of buildings with any of my Canadian friends.

Yes, those are the two pronunciations. My problem is that over the years I've become hopelessly confused, so I can't tell you which is which anymore.  :-[

As always, @RedKetchup has identified the precise area of dispute. He is also much too polite to point out that I am even more hopeless in one of Canada's two official languages.
Title: Re: RKEditorChoice BETA13 open
Post by: LadyMarmalade on June 06, 2018, 01:30:32 PM
I apologise for butting into your conversation uninvited but I just have a 'thing' about accents and dialects and stuff. I was really surprised to see GoblinGirl say she had heard of 'roof' pronounced with the short vowel sound. I was born and bred in the county of Suffolk, south east UK and that short vowel sound is very much part of the local dialect so it's pretty commonplace. 
I  have no idea where any of the people here are based but didn't think there were many/any brits.
Title: Re: RKEditorChoice BETA13 open
Post by: galensgranny on June 06, 2018, 02:06:35 PM
@LadyMarmalade , in some areas of the US people say "roof" with the short sound as is "ruff".  May those areas had many settlers from your part of England and that pronunciation stuck for those areas.
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 06, 2018, 06:27:19 PM
@RedKetchup hello RK, can you explain me about the effect of the luxury items (ale, beer, wine,... and also stuff from CC)? they have various types and value. do the higher value make more effect than the lower?? or they just the same and only different when use for trading?

And the food number on the "town statistic" represent for weight, quantity or value of food? if i have 100 venision, which cost 3, so the food number is 100 or 300?
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 06, 2018, 06:34:34 PM
Quote from: huyle on June 06, 2018, 06:27:19 PM
@RedKetchup hello RK, can you explain me about the effect of the luxury items (ale, beer, wine,... and also stuff from CC)? they have various types and value. do the higher value make more effect than the lower?? or they just the same and only different when use for trading?

And the food number on the "town statistic" represent for weight, quantity or value of food? if i have 100 venision, which cost 3, so the food number is 100 or 300?


The luxury items (ale beer wine...) are used to be drink by citizens but we arent sure it has a real effect on their happiness. The various types are mainly various names because people ask for these "names" of items. The different names allow us to put different value on each. The value are mainly dedicated by the cost of the materials needed to craft the items. So for the bannies, they are the same and they are only different for trading.

The town statistics for food in the town hall represent the number of items you have, their value are not calculated.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 07, 2018, 09:26:51 AM
so ? i didnt even got a comment about the new tavern chain  :-X
Title: Re: RKEditorChoice BETA13 open
Post by: kid1293 on June 07, 2018, 09:49:28 AM
People got heat-stroke. They didn't even make it to the tavern.

I always wanted hops. That is the most important news you gave us.
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 07, 2018, 10:22:36 AM
Quote from: RedKetchup on June 07, 2018, 09:26:51 AM
so ? i didnt even got a comment about the new tavern chain  :-X

I thought I said something very positive, but if I forgot: I think the tavern chain is great. Beer is properly made from barley malt and hops, unless of course you are making wheat beer.

Which gets me thinking ( ::) ). A new structure: Malt House, which makes malt from barley or wheat. New profession: Malter (?), who makes malt from barley or wheat in a malt house. Then the brewer can make beer from the malt and hops. I have no idea whether this would actually work or not. Just my attempt to help modders not run out of things to do.  ;D

Were places where grain was malted called oasthouses or something like that? I once had all this brewing information at my fingertips, but it has been a long time since I did any brewing. Damned Type II.
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 07, 2018, 11:04:52 AM
wait, did i forgot to take out the Ale(wheat) recipe ?

my malt house use brewer profession, should be :P ?
i try to not make too many new profession



.... i am confuse now :P malt house is already in game
Title: Re: RKEditorChoice BETA13 open
Post by: huyle on June 07, 2018, 11:30:17 AM
@rkelly17 man, the malt house is already in the beta 13
i think a building called "restaurant" is great, it works like the bakery and the input is from butcher
Title: Re: RKEditorChoice BETA13 open
Post by: rkelly17 on June 08, 2018, 09:18:02 AM
Quote from: huyle on June 07, 2018, 11:30:17 AM
@rkelly17 man, the malt house is already in the beta 13
i think a building called "restaurant" is great, it works like the bakery and the input is from butcher

Silly me! My eyesight must be failing because I missed it. Sorry.
Title: Re: RKEditorChoice BETA13 open
Post by: adelegarland on June 08, 2018, 10:42:30 AM
@RedKetchup  Maybe I'm blind, but where is the malt house, I can't seem to find it...   ???
Title: Re: RKEditorChoice BETA13 open
Post by: RedKetchup on June 08, 2018, 11:01:29 AM
Quote from: adelegarland on June 08, 2018, 10:42:30 AM
@RedKetchup  Maybe I'm blind, but where is the malt house, I can't seem to find it...   ???

just side of the watermill
Title: Re: RKEditorChoice BETA13 open
Post by: adelegarland on June 08, 2018, 01:02:36 PM
@RedKetchup Thank You!!   :-*