World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on August 31, 2018, 08:21:58 AM

Title: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on August 31, 2018, 08:21:58 AM
RK Editor Choice - FULL version 1.11

http://worldofbanished.com/index.php?action=downloads;sa=view;down=466 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=466)


Description: RK Editor Choice - FULL version 1.1

Greetings! This is the first update of the famous RK Editor Choice - FULL version 1.0 (  http://worldofbanished.com/index.php?action=downloads;sa=view;down=436 )

This update brings tons of new buildings, resources chains, tweaks and features making and adding more interactions inside the whole mod all together.

New Corner Buildings:
There is 2 types of new corner buildings : the Corner Housing and the Corner Hostels, and the first floor Corner Business.

Corner Housing: With costs in line as the regular Multi-story housing, they provide similar family residences, heat efficacity and building costs. each floor are good for a family of 5 (floor 1 and 2) or a family of 6 (floor 3). the heat eff% varies depending material used to build it.

Corner Hostels: Costs are very similar to the housing counter part, but they are visually abit different with awnings. Each floors are temporary good for 3 families of 5 each. So a total of 9 families if you build the complete set on top of each other.


Corner Business: Corner Business are all first floor only that allow any combinations of housing ontop of those. There are 10 different commercial you can choose from: Apothecary, Bakery, Blacksmith, Grocery, Library, Pottery, Shoemaker, Tailor, Tavern, and Theater.

Apothecary: New to RK Editor Choice, this is a building that allow you to craft 3 kind of potions(elixirs) Healing potion, Love potion and Fertility potion. They all use flowers and water as main component but each one have different additional components.

- Healing potion: using 8 Flowers, 1 Herb, 1 Water : Healing potion give the ability to be used in an Herbalist Hut or Bath House and give back 1/2 health heart. 4-6 created at 5 value each.

- Love potion: using 6 Flowers, 1 Hops, 1 Water : Love potion are destined to be use in place to give back happiness by citizens. They act like alcohol in taverns. 4-6 created at 6 value each. they value more but citizens will try to grab and consume those as soon they idle.

- Fertility potion: using 6 Flowers, 1 M.Oyster, 1 Water :  Similar to healing, Fertility potion give the ability to be used in an Herbalist Hut or Bath House and give back 1/2 health heart. 4-6 created at 6 value each. They value more because the rarity M.Oyster have.

-M.Oysters: As known as Mountain Oysters (google it) are now dropping from certain animals. Cattle and Bisons are known to drop those when killed in pasture.

Bakery: Corner Bakery have everything their single counterpart have. Not only they do their job faster, you can also allow more workers in the same building boosting alot its production.

Blacksmith: Corner Blacksmith have almost same recipes as their single counterparts, but their can't smelt ores due high risks. The blacksmith not only work faster, but also you are allowed to add more additional blacksmiths in it which is boosting its output.

Grocery: Corner Grocery is a very valuable 1st floor building. By being situated at the corner of 2 roads, they provide quickly food to your housing districts. They provide all the food category only, they have a capacity of 10,000 weight units. You can assign up to 6 vendors to it.

Library: Corner Library is back for the autodidact citizens, they work as same as a school and use now a teacher. they are good for 24 Students. It is possible to have a "full state icon" over it sometimes, this is because often the game tend to make sometime some kind of sects when the building is named differently as their counterparts. They are fully operational though.

Pottery Maker: Corner Pottery is also new to RK Editor Choice, they use Clay to craft Pottery and it will work differently now from NMT2.0.

Pottery: Pottery is now a consumable resource. Pottery will be stored now at the Pottery Maker, and will act like alcohol and provide happiness to citizens. 3 clay will give 3-5 pottery at 6 value each. Citizens that idle, will try to take those and consume those for their hapiness. Citizens always love to consume something free.

Shoe Maker: Corner Shoemaker is also new to RK Ed. Acting similar to tailor, they will take leather and will harden it into Cured Leather by using salt and water. Then the Shoemaker will take that cured leather and make shoes. They can also take Fur and make Boots from it. Shoes and Boots will act the same as Leather and warm coats providing the same protection.

- Cured Leather: The showmaker will take 1 leather, 1 water, 3 salt and will create 1-1 Cured Leather at value of 20 each.

- Shoes : The shoemaker will take 2 Cured Leather and make 1-2 pair of Shoes at 25 value each. It has a protection equivalent to leather coat.

- Boots : The shoemaker can take or 1 cured leather + 1 wool , or, 2 furs to create 1-2 pair of Boots at 30 value. It has a protection equivalent to warm coats.


Tailor: Corner Tailor will work exactly like their single counterpart and have the exact same recipes they have. All of them.  They will work faster though and you can also put more tailor working in the same building.


Tavern: Corner Tavern will also work exactly the same as their counterpart and will have the exact same recipes they have. They will also work faster and you will able to add more brewers to it.


Theater: Corner Theater is new to RK Ed. The Theater is a unique building offering happiness to your citizens. The workers will provide Admission Tickets to your citizens who gonna take those and go assist theatrical representations. This building will be very popular to your citizens, as soon your citizens are idling, they will want to assist and get happiness to have been there.


NMT Little Housing 2 version 1.0 has been added to the 1.1 FULL version. They provide 12 different colors, 7 different models for each color. Footprint of 4x5. They cost 24 lumber and 8 stones. they have an Heat EFF% of 80. 1 family of 5 members.


Wild Animals : i made all birds smaller (down to 50% of was it was) like ducks, geese, pheasants... and i added a bit to bison (up of 12.5%). and i fixed the animation walk of bears, more fluid.

Seedlings : The flowers will also spawn Seedlings from now. The will be picked up by Florists and the tool Collect Flowers and Herbs will also manually flag those for pickup.

Starting Conditions : Added some stockpiles at some starting conditions. The fact it was missing, it was preventing to get the starting firewood bonus.

Fertilizer : Some Livestock that doesnt gave something overtime like milk, wool, eggs.... will now give some fertilizer over time. Cattle, Bisons and Pigs will drop them in different amount power. Cattle will have the highest output, followed by bisons and pigs lowest.

Open sky Quarris / Mines : i added 2 new level for all the quarries and i hamonized its progression through levels.
Level 1 ALL : Cost 48 wood, 60 work units. Qty:2000 items.
Level 2 ALL : Cost 48 wood, 64 candles, 80 work units. Qty:3000 items.
Level 3 ALL : Cost 72 wood, 96 candles, 100 work units. Qty:4000 items.
Level 4 ALL : Cost 96 wood, 128 candles, 120 work units. Qty:6000 items.
Level 5 ALL : Cost 120 wood, 160 candles, 140 work units. Qty:8000 items.

Greenhouses : I boosted a bit the production of the greenhouses and now have a huge list of items that can be farmed. i added all the new crops resources to it. Maybe later i'll do one for all the fruit items.

Meat Locker : I added a Meat Locker specially designed to be near of pastures / fishing docks. they can hold 3000 weight, they are 2x3 tiles, and cost 2 wood 6 stones to build.

The Old Barn pub : This is a new building that will take some meat + some vegts and + some alcohols and make 6-10 Meal from it. Citizens will want to go there everyday and enjoy a good meal and a good beer, and meeting together in a festive place. (this part will have to be tested, probably you will need to buy alcohol from merchants if the taverns will reluctant to let their alcohol go. maybe i will have to do something for it)

Decoration Trees : All the Decoration Trees are now ghosted and still require seedlings. i made and added all the RK Ed Fruit Trees and Fruit Bushes into Ghosted Decorations. They also have a trash icons on it if you want to delete those. The remove resource tools cannot tag those because they are ghosted.


Little Chapels : i also added 2 Little chapels. BIG THANKS to embx61 for his little chapel mesh. :) it was perfect for my needs :)

there will be 2 versions : one wood and one stone
Wood : 4 colors of 24 wood + 54 lumber. 4x7, 100 citizens.
Stone : 2 colors of 24 wood + 54 stones. 4x7, 100 citizens.

Vanilla Wild Pines : I changed the texture of the vanilla pines with a better resolution texture making it less cartooned.


Various Tweaks : I can have done many other little tweaks all over the place for better balance. Like Fish now drop +1 fish at every catch... Everything i dont remember can fall into this paragraph ^^ haha.


ENJOY! RK Editor Choice 1.1 FULL !!!



******************************************************

RK Editor Choice FULL 1.11 Bugfixes:

Fixed issue with the Corner Tailor building and fixed issue with the Cathedral textures.
Hopefully fixes all possible crashes that happended lately.
ADDED: NMT Little Housing 2 mod.

Please redownload now !
Sorry >< and Enjoy!!
Title: Re: RK Editor Choice - FULL version 1.1
Post by: brads3 on August 31, 2018, 12:18:14 PM
good job. can i ask for 2 things in the write ups? the differences between the lite and full version including file size.and a list of the plants and where they grow.i know it is in the main page but i thought it would be good to have it all in 1 spot. thank you
Title: Re: RK Editor Choice - FULL version 1.1
Post by: RedKetchup on August 31, 2018, 01:22:35 PM
i cannot add to it, it is near the max 10,000 caracters allowed in a single post.

Difference between FULL and LIGHT version: Light version doesnt have any Decorations, doesnt have any NMT Canals, doesnt have any BostonHouses(1-2) nor CountryLittleHouse(1-2) nor ColorfulLittleHouses nor NMTLittleHousing2, doesnt have NMT Multi-story, doesnt have the Corner multi story/hostel but has the 1st floor business, and finally doesnt have any audio tracks. All those make account for the 400MB missing to compare with the FULL version.
Although, feel free to add any of those packs as extra. The LIGHT version wants to be the basic game and you add all the parts you want.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: Abandoned on September 01, 2018, 04:38:25 AM
@RedKetchup does that mean all those that can be added will be made separate? the Decorations and the audio track would be nice to have.  :)   I have the canal, country & colorful little etc. 
Title: Re: RK Editor Choice - FULL version 1.1
Post by: RedKetchup on September 01, 2018, 04:41:05 AM
Quote from: Abandoned on September 01, 2018, 04:38:25 AM
@RedKetchup does that mean all those that can be added will be made separate? the Decorations and the audio track would be nice to have.  :)   I have the canal, country & colorful little etc.

bah a part of the decorations are already available, thats the colorful little fences and the white fence set. only the trees arent available yet.
and the audio tracks

and the corner buildings
Title: Re: RK Editor Choice - FULL version 1.1
Post by: Hawk on September 01, 2018, 04:55:13 AM
M. Oysters, also known as Rocky Mountain oysters, cowboy oysters, calf fries, and prairie oysters in Canada.
Quite tasty actually, when battered and fried. Kind of like chicken livers, but a little better.  ;D
Title: Re: RK Editor Choice - FULL version 1.1
Post by: NIKOLINA on September 01, 2018, 05:10:14 AM
Update RK Editor Choice - FULL version 1.1. Start the new game 30 seconds and crash game without buildings and the work. Thank you for the fix, it's an interesting mod.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: Abandoned on September 01, 2018, 05:14:31 AM
@Hawk I guess we aren't talking about seafood  ;D

@RedKetchup thanks, then I have all the deco except trees, I really like trees and that audio is great.  :)
Title: Re: RK Editor Choice - FULL version 1.1
Post by: RedKetchup on September 01, 2018, 06:24:59 AM
Quote from: NIKOLINA on September 01, 2018, 05:10:14 AM
Update RK Editor Choice - FULL version 1.1. Start the new game 30 seconds and crash game without buildings and the work. Thank you for the fix, it's an interesting mod.

are you a steam user ?
Title: Re: RK Editor Choice - FULL version 1.1
Post by: Hawk on September 01, 2018, 08:39:08 AM
Quote from: Abandoned on September 01, 2018, 05:14:31 AM
@Hawk I guess we aren't talking about seafood  ;D

Nope!  ;) ;D

As @RedKetchup says:

Quote from: RedKetchup on August 31, 2018, 08:21:58 AM
-M.Oysters: As known as Mountain Oysters (google it) are now dropping from certain animals. Cattle and Bisons are known to drop those when killed in pasture.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: NIKOLINA on September 01, 2018, 08:59:28 AM
I not a steam user.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: RedKetchup on September 01, 2018, 09:15:52 AM
Quote from: NIKOLINA on September 01, 2018, 08:59:28 AM
I not a steam user.

and you crash with this FULL1.1 mod ? did you ever crashed with the 1.0 FULL version ? did you ever tried 1.0 ? do you crash all the time or only once ?
you need to give me details i am very bad at fortune telling or divination.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: NIKOLINA on September 01, 2018, 09:58:25 AM
and you crash with this FULL1.1 mod-YES, crashed with the 1.0 FULL version-NO.crash all the time -Update v1.1 new start game 4x crashed. MOD sheet on the 4. place. Church graphics white.The 1.0 FULL version there is no problem.(Microsoft Translator)
Title: Re: RK Editor Choice - FULL version 1.1
Post by: embx61 on September 01, 2018, 10:08:01 AM
@NIKOLINA

Can you tell us the other mods you are using?
And did you say the RK Ed Choice Mod is at the 4th place in your mod list?
What happens if you put it at the top?
Does the game crash directly at loading?

Sorry for all the questions but it is maybe easier to figure out what can be wrong if we have more information.

I know you use a translator so don't take it personally but you say you have a crash at version 1.0 too but some later you say version 1.0 give no crash :)
Does version 1.0 crash or not?
Title: Re: RK Editor Choice - FULL version 1.1
Post by: galensgranny on September 01, 2018, 10:20:47 AM
I was trying to play with the newest RK EC lite today.   When it was first loading, it crashed.  Then I tried again and it loaded fine.  I build only a few things, and it crashed.  Could it be something to do with the corner tailor and the cathedral having the bugs where they don't show properly, even though I was not trying to build them?
I am like Brads, with many, many mods, including CC, so maybe something about the new RC EC lite is not liking all the other things I have loaded.  I'll see how it goes after Red does the fix update.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: embx61 on September 01, 2018, 10:28:50 AM
Lets hope it is just the graphical glitch what causing the crash as they seemed to be fixed by Red.
Those crashes in a big mod will be a pain in the neck to figure out what part is the culprit.

I will download version 1.1 full and do some tests.
Title: Re: RK Editor Choice - FULL version 1.1
Post by: brads3 on September 01, 2018, 10:32:15 AM
GG,that is why i am soo glad others are finding those errors.saves us changing mod orders only to find it was nothing to do with that.

to those finding the crashes,please report the start settings you are using.is it crashing on a specific start or medium and all others also?
Title: Re: RK Editor Choice - FULL version 1.1
Post by: NIKOLINA on September 01, 2018, 10:52:00 AM
version 1.0 crashed NO never.My mod list is very long, I use mods all moders.I like all the mods work together until now OK.Snad se to spravĂ­.Perhaps they will fix it. I came back to a mode of RK Editor's CHoice-Full v1.0.Thanks
Title: Re: RK Editor Choice - FULL version 1.1
Post by: Abandoned on September 01, 2018, 10:52:44 AM
hope crash problem is found, will test.

@Hawk googles mountain oysters, oh yuk :P  ;D
Title: Re: RK Editor Choice - FULL version 1.1
Post by: embx61 on September 01, 2018, 10:52:49 AM
Just downloaded the Mod version 1.1 Full.

Loaded it with about all my other mods and put RK Ed Choice 1.1 to the top.
I disabled only my Green Valley Mod as it changes the terrain textures too to be on the save side.

Reloaded and all went fine. Started a new map and no crash. Music plays fine.
Now playing a bit with debug. I placed the Cathedral and while the textures are white as reported and fixed by Red in the upcoming 1.11 it does not crash.
Not much build yet and have 60 Frames per second :)
Go playing a bit more by placing random buildings to see what happens.

Be back to reporting in a half an hour or so.....
Title: Re: RK Editor Choice - FULL version 1.1
Post by: RedKetchup on September 01, 2018, 10:59:28 AM
thanks you all for the reports. i really appreciate :)

i am uploading presently a new FULL 1.11 and LIGHT 1.11 versions and hopefully it will resolve all crashes.

2 days before releasing 1.1, i took Riot program to try to lower the overall size of all textures / images / pictures... thats the only thing that i can believe it can cause crashes. so i reverted back all the textures/pngs files. of course i did a save.zip of my folders before starting to play with Riot program.

so i replaced everything that is a .png as it was before.

The FULL 1.11 version will also contain the NMT Little Housing 2 mod which i completly forgot.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 11:12:20 AM
RK Editor Choice FULL 1.11 Bugfixes:

Fixed issue with the Corner Tailor building and fixed issue with the Cathedral textures.
Hopefully fixes all possible crashes that happended lately.
ADDED: NMT Little Housing 2 mod.

Please redownload now !
Sorry >< and Enjoy!!
Title: Re: RK Editor Choice - FULL version 1.1
Post by: embx61 on September 01, 2018, 11:31:01 AM
Not sure about Riot but I have so far no issues with RK Ed Choice 1.1 Full. I doubt a texture enhance program can cause this but am not sure.
Rolling back does not hurt anything so all is good.

I dumped down more buildings with debug and all is fine. Still 60 FPS. The Corner Tailor is black but it does not crash when placed and clicked on it.
I can not tell about other mods but maybe CC, Nat Div, and RK Ed Choice Full loaded together is just too much for some systems?
I loaded a medium map, vally's, disasters off.

CC is about 1.5 gig, RK Ed Choice 800MB and Nat Div 2 is pretty big and beside that pretty demanding on PC resources too as reported way back by some players.

I can not test the whole mod as it is big and hope other players will help in the crash hunting as finding bugs in a huge mod is not easy so any help is welcome to pinpoint the problem if there is one. A little light in the tunnel is that it seems IF there is a bug it is from additions added after version 1.0 so that rules out quite some buildings and stuff as Nikolina reported no issues with version 1.0.
What certain players who report crashes can do is try to play a test game with no other mods loaded beside RK Ed Choice 1.1
Just use debug and dump down stuff for free :)
If it still crashes it is maybe a bug somewhere but if it not crashes it can be a conflict with another mod and it going to take some effort to see what mod(s) these are.

About all of my mods seem to work fine with RK Ed Choice version 1.1. Only thing I saw so far was a double Icon to collect Copper Ore in the Vanilla remove toolbar as both Red and me using the same sources and is not really a big deal. I think i utilize the remove toolbar in my mods what need it in future updates to avoid these little issues.
Again it is just one double icon but it will be more doubles if we maybe share more collect resources in the future.
I think having the remove resources toolbar bar further up in the toolbar chain saves the players a few clicks too :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 11:35:23 AM
thanks for your testing.

i played like 2 hours this morning and i didnt got any single crash :S
so how i can find crashes if myself i never crash ? LOL

Hopefully the 1.11 bugfixed will fix those.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 01, 2018, 12:27:53 PM
@RedKetchup I have been playing v1.1 full version for at least an hour with no crash.  It took a while to load and I get a little lag during rain but other than that no problem.  A activated very few other mods, small map. 

Fantastic mod RK  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 01:13:02 PM
great !!! you know, you can turn off weather in your options if it can help you a lot
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 01:14:16 PM
Quote from: Abandoned on September 01, 2018, 12:27:53 PM

Fantastic mod RK  :)

totally a new game :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 01, 2018, 02:28:04 PM
 :) very interesting things and I like the music  :)

I will try with light rain mod, it seems okay when it snows.  It also helps to pause game when moving camera view while it is raining.

A lot of work went into this mod, great work  :)  Thank you
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 01, 2018, 02:35:35 PM
I had a crash again, some kind of "fatal exception error"  I have steam, and they had done an update yesterday. Maybe that is my problem.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 02:49:40 PM
Quote from: galensgranny on September 01, 2018, 02:35:35 PM
I had a crash again, some kind of "fatal exception error"  I have steam, and they had done an update yesterday. Maybe that is my problem.

if you have a subscription with RK Ed 1.0 on steam, you need to turn it off before updating to 1.11 because steam will try to replace the 1.11 by the 1.0
Steam will only be updated Monday if everything is fine.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 01, 2018, 03:00:24 PM
Sorry to hear you had a crash again GG

When a mod gets bigger and bigger some little errors can creep in.
Sadly the error messages are not helpful and can only be seen by Luke as he has a tool to look into the crash dump file.
I looked one time in OllyDB at a crash report and it is not more then assembly and memory addresses.
Only what I could see wsa that it was a Invalid Pointer error and that told me that a array or list was not big enough to store the extra building requirements in the UI.

Exceptions are general errors so can contain about anything. In most programs lots of those errors are catch in a try except block so the user gets a more meaning full message about the error but mostly in games it are just general error messages where a normal user cannot make chocolate out of.

It looks something like this in the code.

Pseudo Code below.

procedure Do something
var i: integer;
begin
  i := 0;
  try
    For i = 0 to 10 do something what can catch an error
  except
    On Exception do
    ShowMessage ("Me the programmer screwed up! Sorry, but Bill Gates have to pay me more ;) ", [IconError, ButtonClose])  <------ The exception handler what shows the user a more meaningful message.
    end;
  end;
end;
 
We have to wait for more reports from more players to see if they get crashes too.


It seems that some have crashes and others not. I did not have a crash with about 1 1/2 hour playing with version 1.1
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: taniu on September 01, 2018, 03:18:02 PM
@Redketcup :D :D :D Thank you very much - fantastic 2 mods RKCH-Light and Full I am personally testing with RKCH - Light - I have a pasture 30x30 - I do not know why I did not have it - the mod once more I played is now Ok . Cheers!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 03:48:05 PM
sorry it doesnt help me much :P


Quote from: embx61 on September 01, 2018, 03:00:24 PM
Sorry to hear you had a crash again GG


i think cause steam is subscribed to 1.0 but forgot to unsubcribe before manually updated to 1.11.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 01, 2018, 04:11:31 PM
oh BTW ... post scriptum :  ;D

i changed the recipe for the perfume. it require now 1 glassware + 8 flowers + 2 water to make 6-8 perfume. if inside a 1.0 save you already built a perfumery, you will probably have to destroy and rebuild the perfumery to allow it to be able to store glassware.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 01, 2018, 09:13:26 PM
Quote from: RedKetchup on September 01, 2018, 02:49:40 PM
Quote from: galensgranny on September 01, 2018, 02:35:35 PM
I had a crash again, some kind of "fatal exception error"  I have steam, and they had done an update yesterday. Maybe that is my problem.

if you have a subscription with RK Ed 1.0 on steam, you need to turn it off before updating to 1.11 because steam will try to replace the 1.11 by the 1.0
Steam will only be updated Monday if everything is fine.
I did not subscribe to RK EC on Steam, I was just saying I have my Banished game from Steam.  The Steam "client" did an update of Steam, so maybe there was some glitch in that.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 02, 2018, 12:56:51 AM
oh ok. how it is now ?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 02, 2018, 09:33:02 AM
so everything is fine now ?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 02, 2018, 12:16:31 PM
No, everything is not fine.   :(   When I have the RK EC lite version with the bug fix, it seems good at first, but not long into the game, I get that error message and the game crashes- some kind of "violation error".  When I take the RK EC lite version out, and put in the early version, RK EC version 11, all is well.  I can't figure out why this happens.
I suppose I will try changing my load order.  As you might recall, I have CC Journey installed, plus a great many other mods, but somehow I think if there is a problem with mods, it might be fight between CC and RK EC lite.  Well, first I will disable CC and see how that goes.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 02, 2018, 01:00:09 PM
start with only 1 mod , RK Ed 1.11. and see how it goes. play a couple of hour just with it. and see if it is rally RK Ed your problem or it is the other mods.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 02, 2018, 02:27:14 PM
I tried just now taking CC Journey out of the windata folder, cleaned the registry, but kept everything else as it was.  The game crashed even sooner.  This time, the exact moment was when I was zooming in, but that would be a cooincidence.
If I try just using RK EC, can I still keep all the other mods in the windata folder, and just have then not activated?  I sure do not want to redo the load order of everything.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 02, 2018, 02:35:46 PM
@galensgranny I have hundreds of files in my Windata folder but only activate a few mods for each map.  I have never cleaned the registry and only change load order when I add new mods.

When starting a new map I hold the CTRL key down while starting the game by double clicking desktop icon.  The small start window comes up, check "disable all mods" then hit play.  Go to mod list and enable the mod or mods you want to use.  Exit the game and then restart. (Exit completely - not quit)  My mod order remains the same if I do not load other saved games maps.  I have a list in notebook of my mod list and order, easy to redo if by change the load order is scrabbled.  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 02, 2018, 02:36:51 PM
if you pull those mod files out of the win data folder,the registry will remember them anyhow.the game will only load what is in the folder. just make a new folder on the desk top and swap the mods out.if it works then slowly re-add the mods back into the folder.the mod order will stay as it is now.

      there are so many changes to the RK,it is hard to say what is causing the error. it could be a simple as the trees.i woud start by adding the mods at the top back in.good luck
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 02, 2018, 03:23:28 PM
i am very sad you have such problems @galensgranny   :'(
presently, since 1.11, i didnt heard anything about any trouble for anyone. None from here, nor on Facebook, nor from direct friends. out of you.
make sure. you have the 1.11 ? the zip name contain 1.11.zip. People are even loading their 1.0 saves without any trouble.

i wish to be there at your pc/notebook and try to fix that but i can't. i have absolutely dont have any clue why you have such trouble and what could have been done wrong.

maybe since you are steam user, maybe try a check up of the files by the steam launcher. (right click banished , properties, local files, check integrity)
:'(  :'(  :'(

and after, hold control when you start the game and go in options, disable all mods, reset all settings. and launch the game. and quit.
make sure you have the 1.11.zip, overwrite the one of your windata folder.
launch the game, enable only the RK Ed 1.11 (should be written 1.11) put it at top of the list. let it reload and quit completly the game.

restart the game and try to play a map for X minutes.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 02, 2018, 04:11:05 PM
I agree, loading only RK Ed Choice for an hour or two to see what happens.
After that without problems add 1 mod at a time.

Don't worry to much about the registry, I never cleared the banished registry.
Not saying it is a bad thing to clear it but I never did.
The only thing what i sometimes had was a slower start of the game if I had big mods like CC in the windata folder.
I removed that one and loading banished went faster.

I just looked at the registry and have tons of mods in there, many are not even in the windata folder anymore.

I enable/disable and add and delete mods out of the windata folder all the time without clearing the registry.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 02, 2018, 09:56:30 PM
Thanks, Abandoned, for the reassurance that at the program start up page, disabling all mods would not change any load order.  So I did that.  Then I only had RK EC lite active.  I played for a bit and no crash.  But, than I added other mods and it crashed. 

It is very tedious to try to find out what is making the problem. 

There is something about RK EC lite 1.11 and some other mod.   

Here they all are:
A8SouthAfricanHousing
A8SouthAfricanMisc
AdvancedBlacksmith
banishedUImod
BetterStockPileStorage
BokaapMosque
BostonHouse
BostonHouse2
BusyLaborersVersion2ByDarkbibou
Campfire
CCMilling
CCNoSmoke
CCStacked
CCTransport
ChristmasMod
CityButcher
CityRoads
college
ColonialCharterJ
ColorfulLittleFence
Compatibility107
CountryLittleHouse
CountryLittleHouse2
creamery
CropMushroom
D20MedievalHouses
DebugMenu    -    -    -    -    -    -    MOD DISABLED
DecoPlants
DecorativeItems
DSBlastFurnace
DSBridgeCrossing
DSChapelofErnest
DSCrestBlacksmith
DSFences
DSGlobeTheatre
DSJettyAndBridge
DSJettyAndBridgePatchToV211
DSLumberMill
DSNeubertSmithShop
DSPickandHenBrewery
DSRoads
DSRoastedNuts
DSSmallVillageHomes
DSSmallVillageProduction
DSSmallVillageServices
DSSmallVillageStorage
DSStoneBridge
DSStoneHovels
DSStorage
DSTownHouses
DSTunnels
DSWagonVendor
EBDecoFences
EBIceCreamCart
EBStatueLiberty
EBSVBeach
EBSVBeachDeco
EBSVBeachLarge
EBSVDecoResort
EBSVQuarryName
EBUnifiedMod
EBVilFishOverride
elfSmallerVendors
extleather
FastFoodStand
FeatherPatch
flatten
FlyFishing
ForestCombo
Forgetaboutorchard
fountainlite    -    -    -    -    -    -    MOD DISABLED
GrowHerbs
HappinessRadius
HorseWagen
Hunting
ImprovedGatherer
ImprovedHerbalist
ImprovedHuntingCabin
ImprovedMine
ImprovedWoodcutter
InedibleFlour    -    -    -    -    -    -    MOD DISABLED
IntensifiedFishingDock
Izba
KidAbandonedPlaces
KidAbbey
KidAlotofseeds
KidAmongTrees
KidAnimalShedCheese
KidAnimalShedSA
KidBakeryGarden
KidBedBreakfast
KidBWCattle
KidChopChop
KidColonialHousing
KidColonialResource
KidDecoSunflower
KidFishFarm
KidForestOutpost
KidForestPond
KidFriendlyNeighborhood
KidGhostFlowers
KidGhostTown
KidGothicDeco
KidGothicFantasy
KidGothicFarm
KidGrannyPark
KidHouseBoat
KidHousesForSale
KidInTransit
KidMarketPuzzle
KidMedievalGrace
KidMoreHouses
KidMoreHousesDark
KidMountainMansion
KidNewWell
KidOldTown
KidPlimothHarmonized
KidPlimothPlantation
KidRowBusiness
KidRowHousing
KidSBVMission
KidStoneHouseAddon
KidStorageCarts
KidSwampHouses
KidTangerineCenter
KidTiny
KidToolEmporium
KidTwilightHerbs
KidWildWest
KidWindSawmill
KidWorkPlace
KidYardCover
LessFog
littlechapel
littlehouse
MaritimesCoverings
MaritimesDecorations
MaritimesLogCabins
MaritimesNSInshore
MaritimesPineSet   
MaritimesPortRoyal
MaritimesSherbrooke
MarketBBQ
MarketSoup
Mathieuso_Decorations
MegaModDecoPack
MiniBuildings
MoreStone
MoreWood
MultipleStarts
MWPlants
NECEmptySquare
NewDebug
NewLimitVanillaTP
newmedievaltown
NMT30ClayChain    -    -    -    -    -    -    MOD DISABLED
NMT30DecoCrop
NMT30MultiStoryHousing
NMTLittleHousing2
NordicHouse    -    -    -    -    -    -    MOD DISABLED
nordichouses
NordicLogCabin
NordicSchool
NordicWarehouse
Norseman
OldBakeryHouse
OldBlacksmith
OldHunterHut
OldTailorHouse
orchardism
ProperTime    -    -    -    -    -    -    MOD DISABLED
quarryfix
quieterlivestock
Raspberry
RedCottage
RedCreameryCows
RedCreameryMain
RKBeachParty
RKBostonHouse
RKCemetery
RKEditorChoiceEdition
RKGardenWalls
RKTrainingCamp
RKWhiteFenceSet
ShortToolbar
SJGL_Small_Markets
SJGL_Stacked_Houses
SmokingShed
SpecializedStockpiles
StorageShed
Strawberry
Terraform
TinySmallBarns
TjurkoMill
UnhappinessRadius
VDecorativePlantsEvergreen
WaterAndOtherDecorations
WhiteHouse
wintinEmporium

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 03, 2018, 05:08:18 AM
@galensgranny my guess would be that the problem might be with CC Journey or Maritimes Pine Set or another mod that adds spawn items or start conditions - DS, Kid Ghost Town, Multiple Start. I do not use them together, only 1 at a time.  Busy Laborers is not needed -RKEC has many special gathering tools.  Also some of those RK mods may be included in EC- creamery cow and/or others.

Sorry I can't be more help.  I have rarely had a problem or a crash.  Perhaps @brads3 can be of help.  Good Luck finding problem.  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 06:03:07 AM
Quote from: brads3 on September 02, 2018, 02:36:51 PM
if you pull those mod files out of the win data folder,the registry will remember them anyhow.the game will only load what is in the folder. just make a new folder on the desk top and swap the mods out.if it works then slowly re-add the mods back into the folder.the mod order will stay as it is now.

      there are so many changes to the RK,it is hard to say what is causing the error. it could be a simple as the trees.i woud start by adding the mods at the top back in.good luck

this will help narrow it down.this won't change the mod order either. put a few mods back in the win data folder at a time startig at the top and work down to the RK.if it isn't there ,then add each modder's group of mods.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 07:03:52 AM
I see you have loaded Unified Mod. Do not know which version but the latest version have everything I made included so no need to load my other mods except the overrides.
But I see not many other of my mods so maybe you just a version of two three behind with the newest stuff not yet included and then it's okay.

Other thing is I fixed a food trader crash about 1 month back but the game only crashed when the food trader boat arrived so probably not related to your crashes.
The mods which were affected were Unified, Village, Village Storage. In the mods pages the change log tells when the food trader crash was fixed with what version number.
Fixed in Unified version 17017  --> current version is 17019
Fixed in Village version 17016 --> current version is 17018
Fixed in Village Storage version 17003. --> current version is 17004

I agree with brads to first load mods which spawn stuff to see if there is a conflict.
My bet is you have a decent PC to run all those mods you listed together.

Adding Mods to a save can sometimes give a heartache and indeed do crash so once in a while.
Mostly those are mods which spawns stuff all around which are added to a save which contains spawn stuff, start conditions.
I had that one time when I tested a bit The North with some of my Mods. When I loaded one of my mods it crashed.
But when I made a complete new mod list and loaded the North and about all my mods in one swoop it did not crash.

Mostly a act of making a save, enable another mod, reload and pray it not crash.
If no crash, save, exit the game completely and restart. Load the latest save and play a bit.
Debug can be handy for quick testing as you can add bannies, add all foods, animals and build stuff fast for free. It saves a lot of time for testing.
Rinse and repeat.

Yes it is tedious but the only way to get to the bottom of this.

I have a short break today from Modding so will download some stuff and do some testing to together with RK Choice 1.11.
I hope we can come to a solution.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 07:30:05 AM
test 1, with pine and Nat Div enabled it does work. no smoke,lt rain,propertime,
issue or wierd anyhow: multi floor house icon for the single story is small about half the size as the 2nd floor.

was just a quick test to see if it would fire and run.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 07:57:56 AM
she probably keeping some of my very old mods in case she want to start a map or old save which wont contain RK Editor Choice 1.11 ON.

I cannot believe you have so much mods in your mod list !!! seeing that, i am not surprised anymore you are crashing lol
but for sure, if you start and try to use any of my mods that is already included in RK Ed you are looking forward to try to get crashes


BostonHouse : <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
BostonHouse2 : <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
BusyLaborersVersion2ByDarkbibou :  <= Included in BOTH RK Ed FULL & LIGHT 1.11
CityButcher : thats ok
CityRoads : thats ok
college : thats ok
ColorfulLittleFence :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
Compatibility107 : very suspect one. it exist only to make mork an old CC 1.0.6 on a 1.0.7 platform
CountryLittleHouse :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
CountryLittleHouse2 :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
creamery : Not from me ? not sure , i wouldnt trust that one and put in the garbage.
DecorativeItems : Thats OK
flatten :   <= Included in BOTH RK Ed FULL & LIGHT 1.11
HorseWagen : thats ok

ImprovedGatherer : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.
ImprovedHerbalist : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.
ImprovedHuntingCabin : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.
ImprovedMine : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.
ImprovedWoodcutter : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.
IntensifiedFishingDock : you are looking for trouble. i already and strongly modified the Vanilla one, both mods cannot be ON in same time.

littlechapel : my very old chapel, has a bug with CC

MoreStone : a cheating one, but can still work perfectly
MoreWood : a cheating one, but can still work perfectly

MultipleStarts : will conflict very badly with BOTH RK Ed.
NewDebug : a cheating one, but will work 100%

NewLimitVanillaTP : <= Included in BOTH RK Ed FULL & LIGHT 1.11
newmedievaltown : very very old Mod that has not been made to work with 1.0.7. 90% of everything in that has been included with RK Ed 1.11 versions. you should delete now.

NMT30ClayChain    -    -    -    -    -    -    MOD DISABLED : <= Included in BOTH RK Ed FULL & LIGHT 1.11
NMT30DecoCrop : thats ok
NMT30MultiStoryHousing :  :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11
NMTLittleHousing2 :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11

OldBakeryHouse : old mod but still can work even if outdated. probably you want the abitility to put its own 2nd floor to it. i understand.
OldBlacksmith : old mod but still can work even if outdated. probably you want the abitility to put its own 2nd floor to it. i understand.
OldHunterHut : old mod but still can work even if outdated. probably you want the abitility to put its own 2nd floor to it. i understand.
OldTailorHouse : old mod but still can work even if outdated. probably you want the abitility to put its own 2nd floor to it. i understand.

orchardism : i am not sure about that one, but i wouldnt trust it. i already modify a lot about Orchards, and orchards list.

Raspberry : Totally included in BOTH RK Ed 1.11 FULL and LIGHT. you go ahead of trouble with that one!
RedCreameryCows : Totally included in BOTH RK Ed 1.11 FULL and LIGHT. you go ahead of trouble with that one!
RedCreameryMain : Totally included in BOTH RK Ed 1.11 FULL and LIGHT. you go ahead of trouble with that one!

RKBeachParty : thats ok
RKBostonHouse : What is that ??? you already have a BostonHouse.pkm and a BostonHouse2.pkm so whats that ?? should delete that!
RKCemetery : Totally included in BOTH RK Ed 1.11 FULL and LIGHT. you go ahead of trouble with that one!

RKEditorChoiceEdition : YAY !!!

RKGardenWalls : I guess thats the decoration part ? decoration is ok, but dont load Utility one!!
RKTrainingCamp : Thats ok. but please put that below in the list. it alters the amount of food of many meat numbers.
RKWhiteFenceSet :  :  <= Included in RK Ed FULL 1.11 , not included in LIGHT 1.11

SpecializedStockpiles : <= Both RK FULL and RK LIGHT has already some kind of specialized stockpile, many more than this one can provide.

Strawberry : Totally included in BOTH RK Ed 1.11 FULL and LIGHT. you go ahead of trouble with that one!
TinySmallBarns : thats OK
WhiteHouse : thats OK

with all those mods included in 1.11 FULL , i dont see why you prefer to use LIGHT and add all those. at the end, you would save A LOT of computer resources if you use the 1.11 FULL version and delete all those included in RK 1.11 FULL.
I spotted some you should totally not use with any RK ED, you are going into troubles.

you really need to make an autumn house cleaning!! it is really time to do it !
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 08:09:57 AM
RED,i normally have over 125 mods.i agree with the multiple start mod giving issues.i tried it and had weird farm outputs.it laos should override and stop the wild  animals and ores.

test 2: added more to try and break it.no crash or errors. even debug added the TH.no blank tags in inventory.used NMT 2.04,BS and dryer.both worked.turned nat div off.added several start mods: fortget orhard,forever trees,safety mines,couple others.tried EB's deco flowers to see if they would offset with the RK's. no crash

only running into fall.did send the builder to build a few smalll buildings.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 08:46:58 AM
Loaded RK Ed Choice 1.11 Full with CC Journey 1.74. And about all my mods. EB Village is loaded so the modular 4 mods and the 3x4 and 4x4 houses are disabled because they are all included in EB Village.
Lots of other mods disabled but still in the windata folder.
Enabled what I wanted and reloaded Banished. All went okay.

Started a new map Medium, Fair, Peaks Plains. RK is on top and CC below. Then about all my mods.

So far it is playing. still 60 FPS on full zoom out.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 08:49:00 AM
quick question: does GRANNY have air fare to come fix my mod order when i am done?

test 3: threw all kinds of stuff at this.no crash.tried to move the ND below the RK and enabled.added CC NF and dock addons.added the CC tropical GH.added various EB,NECORA, and KID mods.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 08:50:55 AM
TY EB.that was going to be my next test.i normally don't even download mods til in between games.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 09:02:12 AM
Since Granny has a very specific mod list problem and it is not link to RK FULL 1.11 mod, i gone ahead and updated Steam Workshop last hour.

ENJOY !!!

https://steamcommunity.com/sharedfiles/filedetails/?id=1431789505 (https://steamcommunity.com/sharedfiles/filedetails/?id=1431789505)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 09:34:33 AM
2 hrs and i can not break it....... let me try to put it in my save game. using a saved game with nothing built,140 mods including CC NF 1.06 with many CC addons and the older NMT.save game with buildings it will fail.nothing out of the ordinary.

only issue was those odd smaller house icons.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 03, 2018, 09:46:09 AM
Thanks, everyone, for all you have written about this matter.  I did not yet carefully absorb all you have written, but I believe I found the problem!  Necora's Pine Mod.  So far, I have played a bit past the time when it crashed the other times, and so far, so good, without the Pine Mod.

Quote from: brads3 on September 03, 2018, 07:30:05 AMtest 1, with pine and Nat Div enabled it does work. no smoke,lt rain,propertime,
issue or wierd anyhow: multi floor house icon for the single story is small about half the size as the 2nd floor.

was just a quick test to see if it would fire and run.
Well, Brads, maybe the Pine Mod does not like all the mods I have all together and Reds RK EC lite was the last straw.  I hope that was actually my problem, since it seems that way so far.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 09:53:42 AM
i hope you found your problem. it is very sad you cant enjoy this awesome mod !!!

i hope you will still read the previous post i made about some potential threat from your mod list posting.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 03, 2018, 10:19:53 AM
Quote from: RedKetchup on September 03, 2018, 09:53:42 AM
i hope you found your problem. it is very sad you cant enjoy this awesome mod !!!

i hope you will still read the previous post i made about some potential threat from your mod list posting.
It seems I can enjoy your awesome mod, Red, at least so far if my problem really was Necora's Pine Mod.
No worries about any old saves, since I deleted them all.

I am in the process of studying your previous post to see what old mods I should take out.  It was getting confusing with what to keep and what might no longer be needed.  So thank you very much for that list.  I was trying to decide what to take out.  I didn't want to miss out on any of your mods/buildings.

EB, I am one version behind in your Unified mod, so will be updating and installing the new version.  So then that means take out the single mods of Large Beach, Ice Cream Carts, and Statue of Liberty, and the EB deco fences set.
Brads, you can just mail your computer to me, and I will fix your load order.   ;D   One of my main things is to have green ground, so to get that with all my mods loaded, I have to have RK EC above CC Journey.  If I do it the other way around, the ground is brown.  I don't get all the thatch and flowers from RK EC, but right now, I am only wanting green ground, and no snow.  So I need CC to get a starting condition with no snow.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 10:20:09 AM
I added the Pine Mod version 1.5 to the game and started a new map and it loads fine but within a few seconds it crashes and i have to use Task manager to close Banished.
I tried two times and both the same result.
I disabled CC to see if that makes a difference and a crash just a few seconds in game by just zooming out a little bit.

As I played a bit with CC I don't think that is the problem.

I think that something is clashing between Pine Mod and RK Ed Choice.
I think Necora don't share his sources in the Laboratory so no way of cross checking the code.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 03, 2018, 10:26:52 AM
Quote from: embx61 on September 03, 2018, 10:20:09 AM
I added the Pine Mod version 1.5 to the game and started a new map and it loads fine but within a few seconds it crashes and i have to use Task manager to close Banished.
I tried two times and both the same result.
I disabled CC to see if that makes a difference and a crash just a few seconds in game by just zooming out a little bit.

As I played a bit with CC I don't think that is the problem.

I think that something is clashing between Pine Mod and RK Ed Choice.
I think Necora don't share his sources in the Laboratory so no way of cross checking the code.
Yes, that is what was happening to me- within a few seconds the game would crash when I had Necora's Pine Mod in my mix.  It did happen for sure one time when when I was zooming in.   So people who are having problems with RK EC and Necora's Pine Mod at the same time, might just not be able to use both.

I don't mind very much not having Necora's Pine Mod, except for his small wooden materials storage building.  But I can make stock piles and put covers over them.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 10:30:31 AM
maybe both pine mod and rk ed both edit the vanilla pines. i didnt edited the mesh itself but only changed the texure..
then maybe if the pine mod substitued the vanilla mesh with its own mesh... maybe there is an incompatibility.


Quote from: galensgranny on September 03, 2018, 10:19:53 AM

I am in the process of studying your previous post to see what old mods I should take out.  It was getting confusing with what to keep and what might no longer be needed.  So thank you very much for that list.  I was trying to decide what to take out.  I didn't want to miss out on any of your mods/buildings.


i only took and talked about the RK names and some high risk mods. i didnt talked about embx/kid/ds mods because they are totally able to talk for themselves and they are the best for giving you info about their own awesome work :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 10:37:44 AM
It seems that way GG.
When i read from you you thought it could be the Pine Mod I downloaded it and did some tests.

Just keep chucking along without Pine Mod and hope the crashes are resolved.
I am sure if the clash between the two mods is the case Red will be relieved it is not a bug in his code.
Pine Mod is maybe not bugged either, those two Mods just not like each other in one map it seems :)

Never really played with Pine Mod (I hardly play at all to be honest) but I think that Mod spawns trees and lots of other stuff as well and maybe it is just a bit too much.

While it seems some mods which spawn stuff do rather well (Maybe not perfect but at least no crashes) together, some are just not working at all together.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 10:46:50 AM
If it comes to my mods they seem to work well with RK Ed Choice. I had them about all enabled when i tested with RK Ed Choice and had no problems.
This is of course no guarantee as I played about 1 1/2 to 2 hours with debug and not really tested every bit and granny of both mods together but it seems to be okay.
No crashes, no freezing, good FPS.

But some of my mods only have one start condition and that is the copper ore spawning.
Those files are the same as RK Ed Choice as I used Red's files as they are, I only edited the links to stringtable/spritesheet so should be 100% compatible with RK Ed Choice.

I think it is save to say all my mods will work fine with RK Ed Choice.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 03, 2018, 10:49:25 AM
Quote from: RedKetchup on September 03, 2018, 07:57:56 AM

with all those mods included in 1.11 FULL , i dont see why you prefer to use LIGHT and add all those. at the end, you would save A LOT of computer resources if you use the 1.11 FULL version and delete all those included in RK 1.11 FULL.
I spotted some you should totally not use with any RK ED, you are going into troubles.

you really need to make an autumn house cleaning!! it is really time to do it !
I thought my computer was not good enough for more things, so that is why just added the lite version, but apparently it is good enough.  I used to have excessively long game load times but maybe that was because of so much accumulation of mods that were then also included in other larger mods.  So I think you are correct, Red, that I should just install RK EC full 1.11, and then do the house cleaning you suggested.   :)
I haven't found any problems with EB's or Kid's mods, not mods from others that was just different style houses.

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 11:59:52 AM
EB,did you use the flax patch n your test? if granny and you did not,try adding the patch.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 12:15:38 PM
Quote from: galensgranny on September 03, 2018, 10:49:25 AM

I thought my computer was not good enough for more things, so that is why just added the lite version, but apparently it is good enough.  I used to have excessively long game load times but maybe that was because of so much accumulation of mods that were then also included in other larger mods.

it is very surprising just having tons of .pkm sitting there that you never load.... can really make thing long and bad. if you would do a test and only put RK Ed FULL 1.11 there, totally alone, and you launch the game, you will get the menu in few sec. then start to add some .pkm like CC.pkm... megamod1-2-3.pkm just there , not even ON in the mod list.... then you will try to start the game and you will obtain the game menu in 2 , 5, 10, 15 mins. just cause they are in the folder LOL

so even if you use or not, they have an excessive impact on load times.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 03, 2018, 12:31:26 PM
I disagree on load time being affected by number of mods in windata folder.  I have hundreds of .pkm files in my windata folder (321) and as you can see at the start of my stories only some are enabled for each map.  The others remain in the windata folder and cause no delay in load time. I would say my game loads in less than 1 minute, slightly more with RKEC, a few seconds.  CC and the North are both in separate installments of my game and have their own folders, I do not have mega mod.  :)

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 12:40:13 PM
be advised my pine mod c laims it s 1.04.  see no difference between it and the 1.05.anyone kow what differences there is? so far you all are crazy.  tested without the flax patch and can't force it to crash.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 01:11:54 PM
upgraded to pine 1.05 and turned flax patch off. RED,i  must be dong somethng wrong  still have no crash.at 1 pont  had 12+ blank tags to inventory but sitll no crash.they are all haunted.EB  have old EB mods.mine are individuals not all n 1 mod together.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 01:51:12 PM
Quote from: Abandoned on September 03, 2018, 12:31:26 PM
I disagree on load time being affected by number of mods in windata folder.  I have hundreds of .pkm files in my windata folder (321) and as you can see at the start of my stories only some are enabled for each map.  The others remain in the windata folder and cause no delay in load time. I would say my game loads in less than 1 minute, slightly more with RKEC, a few seconds.  CC and the North are both in separate installments of my game and have their own folders, I do not have mega mod.  :)

i noticed sometime that. but lately i had many mods in my windata folder... cc ... mm ... to test what people say. and this morning i took out everything but RK Ed full 1.11 and newdebug. my game started instantly and didnt got a 3-5 mins load time as i got since couple of months
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 03, 2018, 02:01:48 PM
@RedKetchup I have cc in a separate folder with other cc mods and a few others and that does take more time to load.  First time I thought something was wrong with game or computer  :D, 2 or 3 minutes at least.  I do not have mega mod downloaded at all.  the North also in a separate folder takes a bit longer to load. But other than that, a minute or less, even now with RKEC it is only a short load time.   I do not take files out and put back in, and rarely change load order -mostly only when adding new mod.  I don't know if that would make any difference.   :)

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 02:10:20 PM
ok so you only have RK Ed as big mod ? all the other hundreds of mods, are all tiny mods ?
maybe if you select all your mods but RK Ed and do properties... they wont even reach the size of RKEd ?

surely the reason your load is fast. i still think my statement is true :) till it is about MegaBytes sizes and not quantity ^^
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 03, 2018, 02:34:41 PM
Hmmm, I would say RKEC is probably the biggest mod in my list.  It is in my major mod group which are the bigger mod sets, they are not tiny - ones that have town halls, schools, etc, like Kids Colonial, Rowhouses, Mission, or ones that would be a focal point like your Canal set or Training Camp.  I often have more than one enabled from the major group of mods.

I would have to go back and count what would be the most mods I have ever had enabled on a map.

But as I said, I do not take any out of the windata folder, I just enable or disable for each map.  And I do not play more than 1 map at a time.  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 02:39:40 PM
Quote from: Abandoned on September 03, 2018, 02:34:41 PM

But as I said, I do not take any out of the windata folder, I just enable or disable for each map.  And I do not play more than 1 map at a time.  :)

Oh, i dont want you to do ! i am sorry if you could have misunderstanded me
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 03, 2018, 02:47:38 PM
 ;D oh, no, we are good, I did not think you wanted me to do that.  I understood what you meant about the size and totals.  :)

I just meant that so many disabled mods in folder doesn't cause slow down.

Quick rough count, the most mods used in any one story was 50 mods.  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 03, 2018, 05:40:50 PM
Red, I don't see the building radius circle when I go to place the corner grocery.  Is is the same radius as the grocer from RK EC that is not a corner building?

I thought that talk of Mountain Oysters was a joke, but oh my,  people really do eat cattle testicles, which is what Mountain Oysters are!   I suppose why not, since people eat the rest of the cattle.  I don't want to eat them, though.

Regarding the load times, it does seem for me that the more I have in my Windata folder, the longer it takes to load.  Thanks to Reds list earlier about some mods I can get rid of, my load time is a bit less, but still approximately 10 minutes is the the norm for me.  One thing I did notice is that if I restart my computer, close various running programs I don't need on, and then run Banished, it will load faster.  But only one or two minutes- that is only the case for me with no mods.
Regarding RK EC, I am loving how the trees fall down when chopped!   :)   I am having fun just sitting and watching. 


Quote from: brads3 on September 03, 2018, 12:40:13 PM
be advised my pine mod c laims it s 1.04.  see no difference between it and the 1.05.anyone kow what differences there is? so far you all are crazy.  tested without the flax patch and can't force it to crash.
@brads3, I did try again adding the Pine mod, but again crash, so that iis out for me if I have RK EC.  I did like a few of the Pine buildings, but would much rather have RK EC if I have to chose between the two.  I never used a flax patch.  The Pine Mod has flax?  I guess the Pine Mod gods like you.


Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 03, 2018, 06:00:37 PM
glad you have it working,Granny. tried to throw all knds of stuff at it ,but could not get it to crash.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 03, 2018, 06:15:35 PM
Quote from: brads3 on September 03, 2018, 06:00:37 PM
glad you have it working,Granny. tried to throw all knds of stuff at it ,but could not get it to crash.

Try a brick next time  :P :D :D

But seriously I get crashes too if I load the Pine Mod. Brads, I think your PC gave up resisting you with all those mods you load together. :)
I am glad the issue is resolved for Granny.

Sometimes we have to let a mod go for a certain map as not everything works well together.
Maybe with all kind of load order shuffles I will get it work too but I hardly play so only did the test to help out a bit.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 03, 2018, 07:18:50 PM
maybe there is a 3rd one in middle that makes the 2 other working together LOL
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 05, 2018, 05:51:09 AM
@RedKetchup I found 2 minor menu items you may want to correct on full version.  I would think lite version would be the same.

On Decorative flower toolbar it says open this toolbar to get decorative fruit trees
In vanilla blacksmith menu every option says +logs but the iron tools says +wood.  (I think you might want them all +log)

:)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 06:45:28 AM
Quote from: Abandoned on September 05, 2018, 05:51:09 AM
@RedKetchup I found 2 minor menu items you may want to correct on full version.  I would think lite version would be the same.

On Decorative flower toolbar it says open this toolbar to get decorative fruit trees
In vanilla blacksmith menu every option says +logs but the iron tools says +wood.  (I think you might want them all +log)

:)

thanks you ! i love those err tooltips findings :)
i fixed the flowers one, i fixed too the bushes one too ^^

the blacksmith : that the vanilla game that said that, it was the Luke's words ^^ it should be fixed too. compiling presently to see the visual confirmations...

thanks you for those findings :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Freedom on September 05, 2018, 07:52:54 AM
RKEC 1.1 and Necora's Pine Set troubles:
Now to figure out which bits and pieces are probably not working as expected...
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 08:53:36 AM
yep,pine mod is a start mod so should go above the RK.the only thing it might do is drop RED's pine trees.that wll depend on how his and Necora's trees are coded. very few start mods can be added below a main mod and work without issues.

    agree with RED that the issues Granny had were a 3rd mod interferring with the other 2. this has happened since the 1.07 limit flags.since EB had the crash,i have to think it is an update to an EB mod.some change between the individual EB mods that i have and the full sets.as far as i have that conflict narrowed down so far.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 09:53:58 AM
the problem with Pine and RK1.11 is the change of texture of the pine. Necora need to update his mod to make it work with my new texture. i dont know what he did, but there is something he didnt made properly. His new pine should had its own texture which was probably the mess. if it had its own texture, having me changing the vanilla one wouldnt have caused any trouble. thats a fact.

Necora need to comeback to fix / or share his sources like we all did with him so we can see/fix the troubles.

it doesnt please me alot to maybe do a 3rd version without the new Hi-Res pine texture or do a patch to put back the vanilla texture.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 10:20:51 AM
you shouldn't have to ,RED. the most likely issues that caused Freedom's crash was the pine mod under the RK was trying to spawn.which it can't do after the map was loaded.with the pine above it should work fine.i haven't looked at it enough to know if the pine overrides your trees.

Granny's crash i agree with you on.a 3rd mod messed something up.EB narrows it down farther since he was using less mods. it is funny that since the 1.07 limit flags and upgrades, there are times a 3rd mod can cause issues. if you use any 2 out of the 3 all is fine but not mixing 3.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 10:31:03 AM
i just download the pine set 1.5 from WoB download section. and added it to mod list.

after reload i ve checked the conflict lines. and nowhere i saw about the pine texture so probably it is not that. i ran the game and yeah, or it is when something has to spawn or something was starting to show up in spring (billboard material).

for first confirmation test, i just disabled my hi res pine texture and compiling. i ll have the confirmation on this once done. work ok with RKed1.0 + Pine but not ok with RKed1.11 + Pine. I didnt touched the tree spawns. i did long time ago in 1.0 but not in 1.11.

will do some more tests after this hiRes test
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 10:35:28 AM
Quote from: RedKetchup on September 05, 2018, 10:31:03 AM
will do some more tests after this hiRes test


still crash ! so it is not my hiRes
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 11:01:46 AM
i think i narrowed down the problem. continuing my tests. it is slow cause takes 20mins to compile between tests....

for sure, it is not the hiRes change the problem. So if one day you read this @Necora , i am very very sorry about everything i could have said about your Pine Set 1.5 mod. There is something your Pine set doesnt handle... not it is not that and it's really not its fault. This is something i did and your Pine set doesnt handle it when both mods used together :P
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 11:19:17 AM
REd,did you try the pine above the RK? it works fine for me.there is a difference in the trees.with the RK the pines are fuller but shorter.yours are brighter than the pine mod trees.i also don't see the vanilla oaks or other trees with the pine mod.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 11:40:43 AM
there was something i did between 1.0 and 1.11 :

NaturalResourceTree.rsc

   float _minHeight = 0.0f;
   float _maxHeight = 1.0f;
   float _maxAngle = 0.75f;

edited to:

   float _minHeight = 0.0f;
   float _maxHeight = 1.2f;
   float _maxAngle = 0.75f;

what i did with that, i made all tree going up 20% higher in mountains/hills.

but since Pine mod is editing this file to replace the models by its own, it doesnt like the 1.2f. vanilla trees accept it, but not the Necora models.
Why ? i absolutely no idea.

so i reverted back this change and loaded 1:RKEd , 2:Pine = fine, dont crash.
i also checked and loaded 1:Pine , 2:RKEd = fine dont crash.
i also loaded my 6 own town saves, 6 different saves i made through time.... = fine, no crash. my own 1.0 and 1.11 saves accept the change.

so there will be a FULL 1.12 and LIGHT 1.12 soon to fix that problem (along with the 3 tooltips errors found by abandonned)
probably like tommorow.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 11:52:22 AM
i'm still trying to fgure out why i had the pine 1.04 instead of 1.05. totally stumped.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 12:19:06 PM
EB what mods did you have enabled when you crashed? i just ran your unified,village production and village resource production mods under the pine and RK.still no crash.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on September 05, 2018, 12:26:55 PM
I had RK Ed Choice at top, then the Pine Mod, and then EBVillage, and about all my other mods except of course the village houses 3x4 and 4x4 and Village modular sets because they are included in EBVillage. Unified was also disabled because I had all the other mods which are included in Unified enabled.
It seems that Red found the problem though.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 05, 2018, 12:41:12 PM
i take back the idea of it being a conflict with your mods then. you had bad mod order.i think with the pine mod below RK,lots from the pine mod won't work.  there is so much that is suppose to spawn and add to the maps. 
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 05, 2018, 12:46:07 PM
Quote from: brads3 on September 05, 2018, 12:41:12 PM
i take back the idea of it being a conflict with your mods then. you had bad mod order.i think with the pine mod below RK,lots from the pine mod won't work.  there is so much that is suppose to spawn and add to the maps.

but you will get the pine 3D meshes

if i wouldnt add anything to trees spawns, other mod would decide the spawns. but i added deadwood to trees instead of to the flowers spawn list. it was making more sense.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on September 08, 2018, 09:00:33 AM
@RedKetchup  Is bigger wheelbarrow mod included in full version?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 08, 2018, 09:30:57 AM
Quote from: Gatherer on September 08, 2018, 09:00:33 AM
@RedKetchup  Is bigger wheelbarrow mod included in full version?

no, it is not included
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on September 08, 2018, 09:36:04 AM
OK.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on September 08, 2018, 11:00:24 AM
Sorry to bother you again but I have another question.

Is ghosted firewood storage included?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 08, 2018, 11:36:40 AM
Quote from: Gatherer on September 08, 2018, 11:00:24 AM
Sorry to bother you again but I have another question.

Is ghosted firewood storage included?

no, it is not included :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 13, 2018, 09:50:09 AM
RED,i am getting some weird test results. fishing seems to be high outputs.adjusted mods and got it down some,vanilla fish peir was hitting 800-900,now down to 500+ with 1 fisherman on a river.

   gathering huts are very strange. they leave food.gather is at idle,yet i can run the collect wild food tool and there is food highlighted red.with the pine mod above,it is worse and there is zero food.some years did get 30.with the pine mod removed,the food outputs get to 150-200 with 1 worker.these have been gatherer starts,fair, valley maps. the mini gatherer with that mod below the RK has never found any  food.adding a 2nd worker to the gathering hut makes no difference.

     the prior version didn't have this issue.some getherers did get different foods but never had such low outputs.i upgraded the pine to 1.05,upgraded the RK,and i took the old CC out.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 13, 2018, 11:12:30 AM
i solved it. that was a pain to find. it was not the pine mod.was the immortal tree mod combined with the pine 1.05 above the RK.these combination issues give me fits.not so easy to find as just disabling the pine still gave funny ouputs.even more,it should have affected both versions of the pine mod.that glitch drove me bonkers.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 13, 2018, 12:08:05 PM
that certainly came from a conflict from some other mod because this mod is plays perfect when alone.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 13, 2018, 12:14:46 PM
took lots of time to find it. these 3way conflicts are tough to narrow down. the pine works fine with the RK as long as that immortal tree mod is removed.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 14, 2018, 05:24:16 PM
Brads, I have the Forget about Orchard mod.  Is that the "immortal trees" mod you were talking about?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 14, 2018, 07:34:34 PM
no, i have that and it seems fine. the immortaltree mod is another 1 that stops trees in forests from dying.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Jewelz on September 15, 2018, 08:47:05 AM
Which link do I download? The first or the second that says update? Or do I download both?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 15, 2018, 10:57:07 AM
@Jewelz it is the first link at the top of page 1, you only need to download that one  :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: galensgranny on September 16, 2018, 02:14:24 PM
I tried again with my load order, and put the Pine Mod at the top.  The game has not crashed as it did with the Pine Mod under RK EC and CC.  So, I can get the Pine Mod buildings, which is all I really want from the Pine Mod, but I don't get the fallen branches to gather from RK EC as well as some other things from RK EC.  I might play around with load order again, but that gets tiresome.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 16, 2018, 04:19:56 PM
GRANNY,you won't get the frewood with the pine above the RK. if you loaded the fix,you can move the RK above the pine and still have the buldings and should have firewood.you just won't have the tems the pine adds to the map;fiddleheads,furs,pelts,traps,etc.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 19, 2018, 07:56:14 AM
@brads3 you say in your blog that RK made changes and there is now no firewood.  I had plenty of deadwood firewood to collect in Red Rock using RKEC.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 19, 2018, 09:29:36 AM
LOL. yes you will have unless you add the pine mod or maybe other start mods.you might be able to add the firewood back in with a different mod.  the adjustment was right since RED changed where the deadwood spawns from. one of the give and takes or give and get deals. i give up the scattered firewood but gain much from the pine mod.
     way RED had it before, the deadwood would float down the river in spring.i would find it on the river banks.the wind would always blow it into meadows as well. it is a slight change. combined with the lack of the houses burning thatch-fodder i do need to adjust my firewood counts.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on September 19, 2018, 09:40:50 AM
As I said, Red did not change RKEC mod so there would be no deadwood, it is your combination of mods doing that.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 19, 2018, 09:59:50 AM
i still never got any news from Necora
got nothing coming from his email address used to registrate in here at wob
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 19, 2018, 10:10:39 AM
he is definetly missed. i didn't mean the deadwood was a bad thing. as it is i just report observations and differences.some of them are neat.overall there is much improvements. the pine and the RK do work together. i do have less textiles and no traps being triggered. NECORA's last changes have helped.

        surprised RED didn't scold me for 1 of the changes i caused. you missed it in the start pics.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on September 19, 2018, 05:00:10 PM
Quote from: brads3 on September 19, 2018, 10:10:39 AM
        surprised RED didn't scold me for 1 of the changes i caused. you missed it in the start pics.

no matter what i say... you will never go for a pure RKEC experience.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on September 19, 2018, 06:02:41 PM
but i use some of the pieces and do enjoy the mod. :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on October 06, 2018, 12:48:24 PM
@RedKetchup The game crashes when I select the town hall while under construction.

Can anyone else corroborate?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 06, 2018, 03:45:17 PM
RED knows and has tried to fix it.wasn't sure if it was in the newest version. happened to me with the TP before.once built the buildings function.
it happens to the lightghouse also.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 06, 2018, 04:15:36 PM
Quote from: brads3 on October 06, 2018, 03:45:17 PM
RED knows and has tried to fix it.wasn't sure if it was in the newest version. happened to me with the TP before.once built the buildings function.
it happens to the lightghouse also.

what you guys are talking about ??

i want you guys, both, @brads3  and @Gatherer  doing a test:

i want you to start a new game with ONLY RKEC and take screenshots as follow:

1: screenshot of brand new game with mod window open showing only RKEC enable.
2: put down the town hall on the ground and open the window of the building process of the townhall.

then build a Sand Pit and a Glassmaker, and a Lumbermill and start producing Lumbers and Glass for your TownHall.

3: a screenshot with all the material required faufilled.
4: a screenshot at build02 stage.

and 5: a screenshot with 100% fully functional and completed.

you guys have certainly have a disruptive townhall mod which you placed in the mod list ontop of RKEC.
i want please see those screenshots, please.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 06, 2018, 04:18:15 PM
and then, i want you to find that mod that is crashing you, because this mod need to be updated since you put it ahead in the list, ontop of RKEC.
if that mod cannot be updated, i need maybe to do a patch with just the townhall files and graphic so you can put it ontop of your crashing mod.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 06, 2018, 04:24:12 PM
thank a lot ,GATHERER now we got homework. :o
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on October 06, 2018, 04:31:58 PM
^My dog ate it.

I have Pine Set above RK EC though.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 06, 2018, 04:39:16 PM
based on his mods and mine,i would say mopst likely it is the pine mod causing it.i knopw i can build the buildings as long as i don't click when placing. i did check and yes they do not cause a crash when using RK by itself. funny part is it doesn't affect other modded TH or TP's.or at least i havent't seen it do that.will try to check more tomorrow.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 06, 2018, 04:39:26 PM
Quote from: Gatherer on October 06, 2018, 04:31:58 PM
^My dog ate it.

i still want you to do it, i want YOU to prove me that it is not RKEC the culprit :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 06, 2018, 05:33:29 PM
i just released a patch for PineSet+RKEC combo if that really your problem.

http://worldofbanished.com/index.php?topic=2620.0 (http://worldofbanished.com/index.php?topic=2620.0)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 07, 2018, 08:36:33 AM
GM.the townhall does work with the RK by itself.no mods on except it and the debug.


confirmation test>the issue isn't the pine mod.i enabed all mods above the RK except the pine and flax patch.placed Th,click on it,instant crash.

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on October 07, 2018, 09:47:00 AM
I could have told you No Problem with RKEC Town Hall.  I built it in Red Rock Quarry story 32 without debug.  See mod list and order at beginning of story.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 07, 2018, 09:55:38 AM
way too much testing.several mods can cause the TH crash. mods without a TH can also.seems to be any mod that changes an item that is in the RK,not flags. KID's gothic farm mod changes how honey is wrote.that itself will crash the RK TH. pine and or crystal cliffs will crash it also.using old mods that change items under the new flags does not crash it. the my precious mod works. since no other modded TH's have this issue.i have to assume it is how the RK TH inventory loads the various items.

         the new limit vanilla TP addon mod used with the RK crashes the trade post. i had that mod at the very top for insurance.i don't think i have any old TP's above the RK now so that mod isn't needed anyhow. 
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on October 07, 2018, 10:05:27 AM
In thread it says RK TP mod not needed.  There is nothing wrong with RKEC that I found.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 07, 2018, 05:13:19 PM
so, did you tried the RKEC TH patch on top ?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 07, 2018, 05:41:59 PM
not yet no.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 07, 2018, 05:46:01 PM
Quote from: brads3 on October 07, 2018, 05:41:59 PM
not yet no.

pretty sure it will fix everything from any other mods on top will bring.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 15, 2018, 03:51:36 PM
*waves

Sorry you're all having trouble with mod compatibility. I cannot say much for Red's new mods, but they were made after the last update from the developer. All of mine were made before. Funny thing, one of the reasons I stopped modding was that after the last update my game constantly crashed even if I did nothing to the mods. I couldn't even compile them with the updated mod kit with out them then crashing in game after a minute or two. Something to do with spawning, but I never changed anything, just compiled it with the new mod kit. Probably a similar issue to the town hall people are talking about here.

I never found out what the dev changed, or why the mods suddenly didn't work, but I wasn't very impressed. I just assumed it was an issue with new mods, didn't expect it to make old mods not work (none of my mods available have been compiled with the latest mod kit).
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Maldrick on October 15, 2018, 04:12:02 PM
@Necora !

It's very good to see you.  Just getting back to the game after a long break and have been playing with Maritimes quite a bit.  Absolutely love it.  Very sorry to hear you've had problems with the modkit.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: kid1293 on October 15, 2018, 04:21:19 PM
:) :) :) waves back
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 15, 2018, 04:27:31 PM
Quote from: Maldrick on October 15, 2018, 04:12:02 PM
Just getting back to the game after a long break. Very sorry to hear you've had problems with the modkit.

Same and same. I just downloaded the game from steam again and am downloading only one mod for now, this new one from Red.

I will boot up the mod kit when I fix my other computer (this one is meant to be just for work) and see if I can make things sing again.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on October 15, 2018, 04:35:06 PM
Hiya Necora.

Good to hear from you :)

I also came back after a long absence from modding. I hope you will get the Mod Kit working again.
I think it has nothing to do with the code changes from Luke as I not had any problems recompiling all my Mods after the last release of the Mod Kit from Luke.

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Maldrick on October 15, 2018, 04:38:34 PM
Red's big mod is amazing. I think you'll love it.  Got one thing I want to do after what I'm working on now, but going to dive back in after that, myself.

Can't help but think your problem might have been related to the update at the time.  Think starting fresh might fix it?  If you backed up your modkit before, be sure to copy the new game files over, maybe?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 15, 2018, 04:51:05 PM
welome back NECORA. yeahh.how was your vacation? i am still using the pine mods. the issues are minor.it causes problems with construyction of the TH. were you up to date with the last change? the build requirements is expanded to allow more than 3 items.

    for some reason i was running the 1.04 pine mod. my computer crashed last spring. i assume the 1.04 was the version i had backed up. after i started to use the 1.05,i did notice some differences.the bird nests and beaver lodges are not being cleared by laborers. the items vanish and are not collected when land is cleared. the 1.04 would overpower textiles.the 1.05 balances better.i know you fixed the laborer problem so was stunned to see that issue occur again.

    glad to see you back. i thought you went searching for sunken treasure or swimming with dolphins and forgot how to find you way back. ;D
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 15, 2018, 04:55:48 PM
Quote from: embx61 on October 15, 2018, 04:35:06 PM
I think it has nothing to do with the code changes from Luke as I not had any problems recompiling all my Mods after the last release of the Mod Kit from Luke.

It must be for the trees. I simply compiled them with the new kit and they no longer worked. Absolutely nothing changed on my part. I then made new ones and had the same result. Crashes after a minute of two of play. He changed something with trees but I never found out what.

The town hall issue reported is also because of update changes but because I didn't update my mods with the new kit.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on October 15, 2018, 05:05:47 PM
Yes, it is possible it are the trees as I not spawn a lot of stuff in my Mods it maybe just compiled and did not crash.
Maybe upload some of your stuff to the Laboratory so we can take a look of why it not works.
More eyes see more then just two eyes and it helped me many times to make stuff working again after another modder looked at it.

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 15, 2018, 05:32:01 PM
Quote from: Necora on October 15, 2018, 04:55:48 PM
Quote from: embx61 on October 15, 2018, 04:35:06 PM
I think it has nothing to do with the code changes from Luke as I not had any problems recompiling all my Mods after the last release of the Mod Kit from Luke.

It must be for the trees. I simply compiled them with the new kit and they no longer worked. Absolutely nothing changed on my part. I then made new ones and had the same result. Crashes after a minute of two of play. He changed something with trees but I never found out what.

The town hall issue reported is also because of update changes but because I didn't update my mods with the new kit.

make sure to check the animations = false if you didnt made it cause that thing will made it crash when 1 tree suddenly decide it is time :)

i am super happy to see you back !!!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 15, 2018, 05:42:58 PM
@embx61 we'll see, I am currently installing an SSD in my old computer to use it as a modding/gaming machine only, so when that is done I'll fire it up and see how it goes. There may also have been an issue with my mod kit not the mod kit in general, so I'll start from scratch this time.

@RedKetchup so THE BEARS are AMAZING. I have loaded up your mod and that is the only thing I noticed so far but they made me laugh so much when they came stampeding through the village. Love it. Also, your softwoods look so much better than the original game ones.

I have to investigate those animal models more, they are great. Wanna make a beaver?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 15, 2018, 05:55:00 PM
thanks you !!

the person who made all the animals are Troy. Troy is so good, so talented. everything are perfect !
i wish too he can make me more... i always wished to have wolves too :)
he is a bit occupied... maybe later we can have more :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on October 15, 2018, 06:58:37 PM
the great thing with the RK animals is they make noise.helps to find them in the thick forests
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 15, 2018, 07:10:15 PM
Quote from: brads3 on October 15, 2018, 06:58:37 PM
the great thing with the RK animals is they make noise.helps to find them in the thick forests

that too plus it immerses you more in the wilderness
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 15, 2018, 11:36:13 PM
so the good news, i fully integrated Necora spruce models :) will do the white pines next :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 16, 2018, 05:22:34 PM
Can't wait to see how it looks
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 16, 2018, 06:29:36 PM
Quote from: Necora on October 16, 2018, 05:22:34 PM
Can't wait to see how it looks

so i did added the white pines... but i dont like it ^^ i find the trunks are too big, too few needles.... no offense Bro :)
so i am presently editing the mesh. thinning the trunk by 30%, put smaller the branches by 40%, then taking each planes and respread them out.... i deleted 600 poly of planes at the end (deleted around 50 x 2Dplanes)

and the first model will look like this now:

Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on October 17, 2018, 12:37:06 AM
Looking good.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Necora on October 17, 2018, 04:51:51 AM
None taken mate. I was going to tidy up the models anyway at some point and add a few more.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on October 17, 2018, 02:18:36 PM
Quote from: Necora on October 17, 2018, 04:51:51 AM
None taken mate. I was going to tidy up the models anyway at some point and add a few more.

great ! because you are doing good !!!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Jaamesy on November 04, 2018, 03:00:13 PM
Hi guys!

I was just wondering if this is compatible with Megamod 8.01?

Thanks ^^
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 04, 2018, 03:15:41 PM
Hello all
Do we need any other versions of this mod installed?
Would CC be a problem with this mod?

Thankyou
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 04, 2018, 04:24:16 PM
you only need 1 version of RK or RK lite. as for working with CC,that will depend more on your computer having enough power. the MM especially will need lot of ram.if you want the wild animals of the RK,you will need to use it above the CC.other features of the RK won't work with it below the CC. you may want the compatability 1.07 mod between the RK and CC. it might help with the CC included my precious pieces.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 04, 2018, 05:30:52 PM
Thanks brads3 for the reply

I think I will forgo CC. I have just tries RK and It looks great.
Is it OK to use the mods like - Ducks as Livestock, Goats as Live Stock. iseefire. Horse and Wagon

From playing with CC I have found that even though some of the mods used to show in red that they were still working in the game.

I do have an excellent game computer - specifically made to play games on. So it has heaps of ram

Can you please give more information on wheat MM , Do you would recommend using it wit RK


Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 04, 2018, 05:47:03 PM
Most mods which show red are working together.
The red warning is just a sign some files between mods are shared.

The Community Toolbar gets shared in about 90% of all mods for example :)
But also a lot of RawMaterial Files are shared between Mods and it will be fine.

If you play RK Ed Choice you not need the live stock as they are included in that Mod.

Lots of stuff will work with other big mods as CC but there can be some issues as well.
Some stuff from Red's RK Ed Choice is all ready included in the Mega Mod.

Lots probably get overwritten if you put the RK above Mega Mod but if a texture is changed or given a different name by Red in a RK and Mega Mod not have that change yet included crashes can occur if that building is build in the save and you load that save with the newer RK EC Mod. Mostly there can be issues with the toolbars as well like double icons.

Modding is constantly evolving and many updates are made, the Mega Mod is several versions of some mods behind I think.
Mods which are not included in the Mega Mod can most probably run together with MM there are no older versions of that mod in MM.

The Mega Mod is designed to technically just run by itself as many mods are included.

I would just forgo Mega Mod and put a list of Mods together by yourself as it will save you a lot of headaches.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 04, 2018, 05:57:40 PM
Thankyou embx61, Your reply clears up a lot of things for me.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 04, 2018, 06:03:42 PM
Well, to be fair, it is my personal opinion.

Other players might disagree with running MM and a lot of other Mods.
brads3 maybe will, but he is a bit masochistic and spent hour after hour after hour etc etc etc. fiddling with tons of mods loaded together to try to make it work all together.

But because of that he is one of those who can give huge help on load orders and stuff. :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 04, 2018, 07:11:54 PM
Quote from: littlelamb on November 04, 2018, 05:30:52 PM
Is it OK to use the mods like - Ducks as Livestock, Goats as Live Stock. iseefire. Horse and Wagon

hello as @embx61  and @brads3  said. *animals* as Livestock are included in RKEC, it is there they have been offered first, then people asked them as standalones, and i did it.

you can add ISeeFire and Horse&Wagon without any problem :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 04, 2018, 07:13:43 PM
Quote from: Jaamesy on November 04, 2018, 03:00:13 PM
Hi guys!

I was just wondering if this is compatible with Megamod 8.01?

Thanks ^^

as @brads3 said, yes, but you need a very big computer, i suggest not start a XL Huge map though, it takes more than 21 GB of ram and the game is limited to 20GB.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 04, 2018, 07:47:33 PM
yes,EB i would recommend against the MM,megamod. i think a new player would be very overwhelmed and confused with it. new players are better starting with the vanilla and figure out what they are missing, then add to it. my concern with the MM is how much the CC team has to do for so many mods to work together. it is like 100 worms all thrown together.the team has worked out a lot of bugs over the years for that huge mod to work. the RK brings many of the production chains and is much easier to manage.lot less confusing.

    for starting, out new players are better with the RK and getting used to the game play. once they have figured out the basic functions and how to survive,they will develop their own play style. then they will have an idea of what mod they wish they had or what they think the game is missing.   i also hope new players take some time to check out the town blogs. there is tons of info mixed into all the writing me,ABANDONED,NILLA,and others have done.each of us have our own style and likes.

        EB,i have not hit the mod limit others have i must be behind... ::)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 04, 2018, 08:03:49 PM
I understand @brads3

Indeed BL did a lot of work on the Mega Mod.

But it must be a nightmare to keep updating with all the released new stuff but even more importantly all the updates.

I updated the Village Set for example at least 8 times the last few months.
While most stuff will still work with the older updates texture and toolbar changes can create problems if a newer version of a mod is used with Mega Mod which contains an older version of that Mod.

The idea of the Mega Mod was a valid one at the moment but I honestly think at this time there is no way in hell BL can keep up with the many new releases and many updates.

I struggle myself sometimes with just the unified mod and that is what 1/10 of the Mega Mod.
I was close at abandoning that Mod but as I dedicated it to my wife as it contains about everything I ever made I keep updating it but it can be a real pain in the neck at times. :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 04, 2018, 08:10:04 PM
QuoteEB,i have not hit the mod limit others have i must be behind... ::)

I think it is not a mod limit but more a how many buttons are allowed on a toolbar before it crashes the game.
Does Kid have so many themed sets under his themed button?

I mean i have seen toolbars in MM with like 30 buttons on them I believe more then a year back.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 04, 2018, 08:18:57 PM
Kralyerg is in long term break since the day i gave him the RKEC FULL 1.11 code lol
not sure yet he will do a MM9 ^^.

but they announced somewhere after christmas the team will go back with CC 1.8
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 04, 2018, 08:40:21 PM
Where did you hear about CC1.8?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 04, 2018, 11:53:31 PM
Quote from: elemental on November 04, 2018, 08:40:21 PM
Where did you hear about CC1.8?

i heard some"internal whispers carried by the wind"

;D
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Matek on November 07, 2018, 08:09:58 AM
Howdy,
How wise is it to play Banised with that mods?

RkEditorChoice
ColonialCharter
EbUnifiedMod

LoadOrder as above.
I dont see any in-game problems so far but...
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 07, 2018, 08:59:51 AM
thats perfect :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 07, 2018, 02:50:18 PM
all going to depend if your computer has enough power and you have a 1.07 version of the CC.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Matek on November 08, 2018, 04:58:44 AM
Im playing on old laptop :
6GB Ram, i5-420M @ 2,5Ghz, Nvidia GeForce 720M, also my hdd is dying, sometimes i have disc usage 100% at like...3MB/s
Because of that i cant run MegaMod (how much Ram does that monster need?!) so i decided to try something other. As for now i can run game with that 3 mods+some others. Loading is pain, but well...
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 08, 2018, 07:13:18 AM
you can open the task manager while running the game with the mods enabled. check the power levels from the performance. you can add mods til you start to max the 2 bars.i never tried the MM. i can run the RK and an older CC plus many mods without issue.

     you can also use the task manager to shut down any programs not needed to help give you more power for the game.i diaabled the auto saves and i don't run full screen.others have played with turning graphic down.

     game speed is another beast. it varies from cpmuter to computer.comparing my game to videos,mine at 10x plays more like a 2x.more mods and changes to graphics slows it down.vanilla game is super fast compared to adding a few mods.i have found i can increase play speed a lot by minimizing the window.
 
      the RK and CC with just 1 or 2 mods should work fine with your system. one reason i switched to the RK is file size the original was about half as big as the CC.though RED continues to add to it, the RK saves lots. this means i can add more other mods. i was almost maxed out with the CC.now i have lots more room available.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 08, 2018, 12:41:56 PM
My apologies if I have posted about this before. I searched but could not find the post

Can you please tell me if the Butcher will slaughter pasture animals or do I still need to place the vanilla butchers

Thankyou
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 08, 2018, 03:23:57 PM
only the herdmen can slaughter their animal. the butcher will take the meat and cut it and have double ration with the same meat (take 12 beef and make 24 steaks ((educated number)) or same with other meat)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 08, 2018, 05:10:13 PM
Thanks for the reply Redketup

I have a problem with the Ducks not showing in their pasture. When the pasture started working Duck flew over the pasture, hung around for a few seconds and then flew off. Eggs are appearing in nests and when I select the pasture it tell me there are 7 Ducks But they can not be seen.

Can you please tell me what I have done wrong.

Thankyou

I had the Bannies demolish the Duck pasture and build a new one but the same thing happened. So frustrating as only a few feet from the fence of the pasture were free roaming ducks. They wandered off when a herd of Bison came through.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 08, 2018, 05:56:06 PM
your ducks feel unprotected lol
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 08, 2018, 06:01:47 PM
Oh poor little ducks. How do I make them feel protected? Do I need to give them more workers?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 08, 2018, 07:04:41 PM
flying ducks must be CC. you could try adding RED's duck mod above the CC.those ducks shouldn't fly away.plus did you send a worker to the pasture? he should help keep them in their place.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 08, 2018, 07:18:09 PM
I've had a problem where the animals stayed in the trade port and never moved to the pasture. They were CC animals, but I don't think it really matters which mod they come from. The game thought the animals were in the pasture but they were stuck in the port. It might be a random bug. I've only seen it happen once.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 08, 2018, 07:42:48 PM
Hi brads3

I had 2 workers in the pasture, also tried adding the 'Duck gives feather's mod put if just under RK but no luck.
At present I am testing. I took out all mods except RK Tested and Ducks were okay, si it seems that a mod way the problem. I am now testing. Replacing the following  Debug, I see fire, Horse and Wagon and CC Journey - one at a time - to see what mod need to go. Just hope it is not Debug.

I will be back to let you know what I find out.

Hey Redketchup - good sense of humour - I am a bit slow today - took me a while to catch on. Ducks hiding because they feel unprotected. Good one
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 08, 2018, 08:34:33 PM
never saw a duck gives feathers mod.i have seen a less feathers mod.the feathers mod,you would want above the RK since it influences  setings of the ducks in the RK. general rule: topmost mod affects mods below it.  if you are using the CC journey without the RK choice,you can use the ducks with feathers mod by RED http://worldofbanished.com/index.php?action=downloads;sa=view;down=482. place it above the CC so it overrides the ducks included with the CC. if you add that above the RK you should have ducks that give feathers.
                   the debug never causes issues.doesn't even show any conflicts.very handy for quick testing.did you search blackliquid for any answeres? i never had that problem but didn't buy ducks for pastures often either.always used the duck hunter blinds for them.

         ELEMENTAL,that seems to be due to placing. if you place the TP just right,the spot that the animals leave is over water.then no animals will walk off the TP docks.luckily i have not had this happen.wonder if different modders have fixed it somehow too. you can try to add dock pieces beside the TP.they might walk off then. i have had a barn where bannies would get stuck betwen it and a dock TP.few dock pieces and they walked around it. if that didn't work,i would terraform a 1 tile space next to the opening of the TP.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 08, 2018, 08:40:40 PM
Hello.
#1) Could you please add the Action of Hunt? North has one and that allows me to amass food at the start before building hunters.
#2) I've begun a game of RK EC. I absolutely love the variety of animals and plants. However, when I see a herd of animals, I place a hunting shack there. It's far from my city because no animals come near my city. The workers get cold and hungry so far away so they take a long time. Finally it is built, and the animals have left. And they don't seem to come back. I have three hunter shacks that have captured zero game over two years. To me it seems impossible or impractical to hunt in this mod. I have caught one or two bison and pheasant, but most years yield zero. How am I supposed to make hunting profitable? If I had the ability to direct the laborers to where the animals are, without hunt shack, this problem would go away. Am I doing something wrong? I want to eat those beautiful animals!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 08, 2018, 09:04:01 PM
Quote from: brads3 on November 08, 2018, 08:34:33 PM
ELEMENTAL,that seems to be due to placing. if you place the TP just right,the spot that the animals leave is over water.then no animals will walk off the TP docks.luckily i have not had this happen.wonder if different modders have fixed it somehow too. you can try to add dock pieces beside the TP.they might walk off then. i have had a barn where bannies would get stuck betwen it and a dock TP.few dock pieces and they walked around it. if that didn't work,i would terraform a 1 tile space next to the opening of the TP.

No, it wasn't due to placing. I've built the same port in the same spot on the same map and it worked fine. I even had other animals in that same game that left the port without any problems. It was a really weird one-off problem. I've never seen it happen again.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 08, 2018, 10:44:44 PM
Quote from: donwolfkonecny on November 08, 2018, 08:40:40 PM
Hello.
#1) Could you please add the Action of Hunt? North has one and that allows me to amass food at the start before building hunters.
#2) I've begun a game of RK EC. I absolutely love the variety of animals and plants. However, when I see a herd of animals, I place a hunting shack there. It's far from my city because no animals come near my city. The workers get cold and hungry so far away so they take a long time. Finally it is built, and the animals have left. And they don't seem to come back. I have three hunter shacks that have captured zero game over two years. To me it seems impossible or impractical to hunt in this mod. I have caught one or two bison and pheasant, but most years yield zero. How am I supposed to make hunting profitable? If I had the ability to direct the laborers to where the animals are, without hunt shack, this problem would go away. Am I doing something wrong? I want to eat those beautiful animals!


you can download the quick hunter and fisherman from TOM's page. go to the North's posting pages and it should be at the bottom of the 1st page.he has made several individual mods for us.and yes it will work with the RK. the RK animals do waunder and RED did dial hunting back i find it is more realistic cause like you mentioned when you are working an area the animals get scared away. 1 work around is using the tower hunters from the training camp mod. i do like these for meadow areas. they give a variety of animals and furs.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Matek on November 09, 2018, 07:46:27 AM
What about tools? When i produce cooper-alloy tolls citizen window show steel tool, so is this just display, i dont know, bug? or are tools treated as steel?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 09, 2018, 09:04:02 AM
Quote from: Matek on November 09, 2018, 07:46:27 AM
What about tools? When i produce cooper-alloy tolls citizen window show steel tool, so is this just display, i dont know, bug? or are tools treated as steel?

the display is not the real name of the item, it is more about "the quality of the tool" as info. copper tools is almost the equal of iron tools, and the copper-alloy tool is almost the same quality as the steel tool.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 09, 2018, 09:55:06 AM
actually the name tag is wrong but the tool quality still works. this is from the blacksmith tool mod.a wood tool has the wrong name also but breaks a lot more often.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 11:37:14 AM
Hello. What are the numbers for smoking v salting v drying v butcher v barbequeing meats? Do I get more food from doing this or the same? If it's the same, is there any reason to do this besides aesthetics? It would be great if the production buildings showed their receipe such as Chopper = "1 log = 4 firewood" that way I could see these answers myself.
Also I see the blacksmith takes 3 IronOres but the Foundry takes 2. Do they both yield one Iron, meaning the Foundry is more efficient?
Also what's a reason to use a GreenHouse instead of a Field, could be cool if i can grow crop after crop with no winter, or at least a longer season so it doesn't die from frost early?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 11:40:11 AM
Hello great modding! I like to keep the list of assignments posted so I can see them and change them. But the window is huge, even the scrolling one. Could you make a list of jobs that only lists jobs that have at least one person assigned? Or if not, then maybe a window with just the top 10 or 20 jobs?
There are many jobs I have never used, and some I only get to in late game, but the whole game they are just clutter, covering the good looking game, with the useful ones mixed in alphabetically which is a real pain. Thanks!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 09, 2018, 12:01:09 PM
processing food are mainly: taking 12 and make 18-24 from it. if happends to need an extra like firewood/salt/etc. their value will be higher to compensate.

the profession window is very tight, you cannot pull out 1 profession and make it be written in a specific UI window (profession window is still an UI window)
the list is called by a function which is a "table" function. all the "table" is being called. so you cannot ask a specific profession to be out. you call the "table" and the function on how the "table" is made, you dont see it. it is hidden from us.

the only thing you can set, is the display of it. do you want it on 1 column ? 2 column ? want a determined width and lengh and want a scrolling bar to the right ? but the "table" dont have access.
what is a "table" ?  it is like a board, like a spreadsheet, kinda like an excel spreadsheet with some columns, with some rows... the column can be name, what it does, what is tools animation associated with, capacity to lift weight, etc. the rows will be prof 1, prof 2 prof 3 ....
the whole "table" we dont see it how it is stored in the programmation of the game.

so we cannot make a profession UI that will hold the the ones we want, but maybe show the first 2 or the first 10 by limiting the UI window.

DS has made some different profession UI by playing with the window, in 1 column, on 2 , on 3 maybe, limited on 240, 320, 640 pixels, on different size? ... and he posted his code. i can probably steal a window or 2 :)


greenhouse is creating bucket of food from thin air, after X amount of work units. crop is a very tight, hidden, sub program in the game code.we cannot alter it.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 09, 2018, 12:12:00 PM
Quote from: donwolfkonecny on November 09, 2018, 11:37:14 AM

Also I see the blacksmith takes 3 IronOres but the Foundry takes 2. Do they both yield one Iron, meaning the Foundry is more efficient?


they dont yield one iron, they yield 1-2 iron. you create 1 iron if your are non educated, you create 2 iron if you are educated. Education in this game is very very important. every people, every map, every difficulty... people should try to get education as fast as they can , and not think thats optional. i know every person has different way to play , have different priority at start ... but education is still very important. and more important to this mod since i extended all the process. you are hitting a rock and get iron ore, and that iron ore need to be smelt into iron, then you take the iron and make a tool from it. everytime you get a process, if you dont have eductaion, you are losing some "potential" to get more from it, at each level of the process.

yes blacksmith can smelt iron ore to 1-2 iron as same as foundry, but with a cost. the cost is there to penalize you to not build the most performing building.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 03:06:53 PM
Thank you for the info. Do the different schools offer different schooling, is there a reason to build Adriana's in addition to "school".
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: kid1293 on November 09, 2018, 03:09:06 PM
I jump in to answer. All schools are treated equal in Banished. Big, Small, Expensive...

They all give the same education. The variations in schools are for the visuals and role-playing.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 09, 2018, 03:12:12 PM
Some schools can teach more students than others. Apart from that it's just about visuals.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 09, 2018, 03:34:58 PM
Quote from: kid1293 on November 09, 2018, 03:09:06 PM
I jump in to answer. All schools are treated equal in Banished. Big, Small, Expensive...

They all give the same education. The variations in schools are for the visuals and role-playing.

and most of time, a different certain amount of students which we can control :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 05:20:57 PM
sometimes I feel we cannot control any students at all  :-\
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 05:27:30 PM
Why is that one Clay is worth 4 units of trade, but a Brick is worth 5. Shouldn't a brick be worth at least twice, i mean it takes time, which means transport + housing + food + medicine + happiness etc

Are you willing to share the "recipes" such as "4 meat + 1 salt = 2 salted meat" or whatever the values are? Then I can decide which building is best. It would be wonderful if it were also on the dropdown inside the building. I understand that would be for uneducated, and educated is doubled.
Is someone going to rewrite Banished so there are multiple levels of education? And how about future technologies?

Also, I think perfume is a bad deal, true? It takes like 12 flowers + 2 water + 1 glassware = 1 perfume that sells for 6??? that's a terrible price. perfume should be worth like 40 or something, don't you think?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 09, 2018, 05:56:04 PM
Clay is as far as I know worth just 1.

Rewrite Banished? That is only possible if Luke, the developer,  ever releases the Source Code which i see not happening.
Beside that the modder must have a pretty good understanding of the C++ language.
I know a little bit about C++ but by far not enough to rewrite the Banished game code.

From Red's code of Beta 12b you get 6 to 10 perfume in a production cycle.

So 12x1 Flowers + 2x1 water + 1x8 Glassware = 22 input. You get 6x6 = 36 as non educated worker and 10x6 is 60 as educated worker.

The modding of banished is quite limited. Most is hidden from us and lots of mechanics are hard coded.
That is why you see for examples 20 bakers, 600 houses, 20 butchers but mostly it is all cosmetic (Texture/mesh) changes and not saying it is a bad thing but a fact nonetheless.

It is just too limited to create new stuff what can change the basics of the game.
It is just more and more of the same but mostly in a different coat.

There are some things modded what changes the game a bit at the surface but underneath it is still all the same and nothing we can do about it till the developer opens more up.
However the developer is working on his next game and stated all ready Banished is a finished product and only major bugs will be fixed.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 09, 2018, 10:16:30 PM
Ah thanks! It's hard to tell what gets outputted so thanks for breaking it down for me. It's not as though all that material goes into 1 perfume, it goes into many, which divided up is indeed worth more okay great. Just can't see that anywhere, and those little buggers are hard to track. I can't click on the output on the ground to see how many it is.

Well by rewriting I mean I wish the guy who wrote it kept developing it, or would hand the code over. Or someone else start over with intent to be as open to modding as possible. I can code but I don't know how one makes a game such as this. But if they can make the game as open as possible, then it can have a long life after they are done with it.

Is it like Steam Workshop forces the developers to make games that are modifiable, or do the devs have to intentionally make their game modifiable. For example I imagine he could make it so no mods work. Or have secret mechanisms. Well if he's done with it, I can't see any reason to not open the code up so other people can continue the work. If I were done with it and moved on to the next project, I would hand over the code. And feel good about it that other people like it enough to continue it. I think it's a very good groundwork.
Some of the things are frustrating but maybe they are part of the game. Like when a dude digs some roots, then walks away from them, then another one has to walk all the way over there. Maybe if it was as efficient as possible it wouldn't be much of a game?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 10, 2018, 08:07:10 AM
I am using RKEC. I like the cart concept very much except it has some problems.
1) One is that Salt gets considered a Mineral, which is a problem because I need it near my Salter but it is ending up near my Foundry.
2) Another is that I want to draw raw meat near my Smoker/Salter/Dryer combo. There isn't a cart for that so I used a Protein Market, unfortunately that fills up with processed meat. Could you please make a Meat cart that does not grab processed meat. Maybe it also grabs salt (can that be a toggle?)
3) Need a cart for fodder
Need a way to toggle these carts "empty everything" when they get filled with the wrong stuff. Maybe not necessary if these other things got adjusted.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Gatherer on November 10, 2018, 08:47:24 AM
2. That's how the flag limits work in this game unfortunately. You can't select only a few items within an individual flag. So a protein only market will always be able to hold all foodstuffs tagged as protein. Same with grain, vegetable and other markets. Nothing that modders can do about that.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 10, 2018, 09:05:09 AM
yep we have to split the difference somehow. 1 is we players have asked for less of the extra items in the main markets.this way the worker isn't spening time stocking all minerals and it gives more space to ites like food that the bannies use.RED has some addon carts and EB has a small makrt set plus a material wharehouse to move the odd extra goods.modders continue to adjust and give us different options. the system overall is better than it used to be. there are some barns that restrict what is stored in them. a veggy fruit barn and a meat cellar or locker might help push meat to 1 area.nothing is full proof as bannies will try to scatter items all over the map. you can use a market specific to logs and minerals to bring items toward the town center for the salt and blacksmiths.this market will supply the working parts without interfeering with the main market and flow of food.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 10, 2018, 11:01:27 AM
everything works with "flag" and "limit" you cannot target directly a resource like salt, or meat. it is minerals and everything minerals are equal. and it is proteins, and everything tagged proteins are all equals.
we cannot start a flag and a limit for everything in the game, we have 20 and need to do with it.

i understand we cannot click something on the ground, like a case of perfume to know info on it.... but if you go on the perfumery window, and click on the production window, you will see the amounts. and when it is working, and you see the number pass from 24 to 30 to 36 to 42... bah you know it produces 6 at the time :)

the guy doesnt work anymore on this game, there will be never any more update in the future. 1.0.7 170910 was the very last one.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 10, 2018, 11:35:08 AM
Hi Redketchup

Can you please tell me where the fertilizer get stored

I  have five stables that each have 3 barrels of fertilizer standing out the front of the buildings, but it is not getting taken to the greenhouses,

The inventory on each greenhouse show that they have plenty of water, but no fertilizer, so each one has the missing materials sign showing

I have placed near the stables, one ordinary barn , a fodder barn and a covered stock pile. Am I missing the necessary barn.

Thankyou

I also have pasture goats.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 10, 2018, 12:12:27 PM
fertilizer is stored in a stockpile. vanilla stockpile, covered stockpile: ALL and/or Materials, specialized stockpile: Materials
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 10, 2018, 12:28:28 PM
Thanks for the reply Redketchup. I feel like a bit of a dill. Upon checking all storage I found out that they were all full.  :-X
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 10, 2018, 02:50:44 PM
@littlelamb  1 thing i do is place a firewood stoage between the stock pile and the wood cutter. this takes items out of the pile.otherwise the cutters replace logs with firewood. another thing that helps to avoid that pile getting full is a material market of sorts. there are several options now with various mods. they give you extra storage for logs,iron,and stone.again this gives more room and takes stock from the start pile.REd has made several options,EB has a small market set plus a material market.KID has some wagon or carts to help also.SLINK's industrial barn storage and there is a industrial plaza also.there are also different options for storage in forest areas. a variety of these scattered around helps.not only do they give extra room,they also give the laborers a quick place to drop items. this can help speed up clearing land.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: tuggistar on November 10, 2018, 04:24:57 PM
Redketchup can make the animals on the map appeared more. And then I constantly do not have enough materials from the hunter for the production of clothing. Mods Hunting Season 3.0 can be put on top of the list or not.
The animals are very beautiful, but the tailors are constantly almost sitting around and as a result I have very little firewood. Or anyone advise how to solve this problem medium and high difficulte.

And somebody advise, which mod (one year is one year) can be started for acquaintance. I looked them now there are a few now. Someone advise what is better.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 10, 2018, 05:25:42 PM
Quote from: brads3 on November 10, 2018, 02:50:44 PM
@littlelamb  1 thing i do is place a firewood stoage between the stock pile and the wood cutter. this takes items out of the pile.otherwise the cutters replace logs with firewood. another thing that helps to avoid that pile getting full is a material market of sorts. there are several options now with various mods. they give you extra storage for logs,iron,and stone.again this gives more room and takes stock from the start pile.REd has made several options,EB has a small market set plus a material market.KID has some wagon or carts to help also.SLINK's industrial barn storage and there is a industrial plaza also. There are also different options for storage in forest areas. a variety of these scattered around helps. not only do they give extra room, they also give the laborers a quick place to drop items. this can help speed up clearing land.

Thanks for the advice brads3, Does adding building have any other effect on the game besides giving more buildings. I ask because at present I am having a problem getting RK's ducks to show properly in the pasture.

I have taken out all mods except Iseefire, Horse and Wagon , and Debug. I have started a new game and am now waiting for a delivery of ducks. I was playing with CC Journey and have also taken that mod out.

Do you know if Redketchup"s butcher will work with the vainly game.

I have placed specific covered stock piles near the appropriate buildings and it is helping.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 10, 2018, 05:36:41 PM
how much does the hunting season mod help? that would be useful info for other players.

it is all about the options. clothing can be made from several products.yes leather is low,but you also have furs. when i had the 1.04 version of the pine mod ,i had too many pelts and furs.swapped to the 1.05,and the balance is much better.map i am now i went to KID's flax garden from his ww addition,the ghost down.using the worklpace tailor,i coud make linen coats. with trappers from the pine mod bringing in pelts,a furrier tailor makes pelt coats also. options so you can work with whatever the game or map throws at you.

firewood is harder or takes more time to cut.1 trick is to use KID's FO thatch mod above the RK.now i have no excess fodder as the houses burn it.fodder and thatch interchange.you have the fodder texture but the use is that of thatch. i have a good system of sawmills and log depots moving logs to them. i am still breaking even on firewood. at about 70% educated.

age mods you have the 1:1 with many options. check the changelog on this. https://banishedinfo.com/mods/view/27-one-year-is-one-year-Update-26-17091434

you can also try the propertime mod from KID.  http://worldofbanished.com/index.php?action=dlattach;topic=1930.0;attach=21303
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 10, 2018, 05:49:17 PM
LAMB,some mods just add houses or different looking buildings. many do add more items,have different work times, and different functions.some will affect each other as well.

RED's butchers will work with any game. depending on mods and order ,you have many different meat cuts.as long as CC is below the RK,ducks should work fine.the debug mod i have never seen cause any issues. the fire mod and wagon mod shouldn't either. 1 wagonHO mod does change the wild animals if loaded above the RK. depending on how those mods are ordered ,you can get  different looking bison.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 10, 2018, 06:24:16 PM
Thanks for the good info brad.

I disagree with the categories in Banish, can we repurpose them? For example I see no purpose at all for specifying veggie vs protein. However I do see, and it's frustrating to not have, raw food vs processed food. I would like a market or stall that sells veg AND processed meat AND processed grain but not raw meat or raw grain called FOOD, which I would put near my clusters of houses that are far from marketplace (actually may not need marketplace, if you have a Food and Firewood markets). Meat cellar does not work because it's same as protein cart - it pulls raw AND unprocessed protein, no idea what that is good for. Now i have to have protein AND veggie AND grain to distribute my food? and cannot supply my food processors??? I don't see the purpose of distinguishing between protein and veg in this game, and anyway, veg is also protein so it's actually incorrect. So is grain. It would be interesting to see a mod that made use of protein vs veg (which is also protein) but I don't know of one. When there is a processor of only veg, then we might need to distinguish veg from meat.

I think the original game would have been better with a list of characteristics such as Raw/Processed, Grain/Meat/Ore, and that list could be expanded for as many categories as got modded.

3) Cannot use mineral market as it's the same as mineral cart, pulls minerals AND salt, one is only for food and the other only for industrial, why combine them??? I would go so far as to say Salt is miscategoried. Yes I understand it's being mined (which is not realistic, typically it's above ground) And we already have a salt mine. Really, it should not be coming from an underground quarry. Make it only come from Salt Mine/Flat (not Random mine either) and call it a Protein so it goes with the meats for salting, since salt is never used with the other minerals.

4) Textile market that pulls unfinished AND finished products??? i think this has the same problem, fills up with finished goods, and no more space for unfinished goods. Not goods lol

5) "Fodder Barn" is a not true. My fodder barn has brick glass, copper lumber and a little bit of Fodder though I'd say 98% of Fodder refuses to collect in the Fodder Barn. I think it is actually a Construction Materials Barn and should be labeled that. Fodder should be categorized same as water since they are used together. Why are flowers Misc? They should be same as Water and Fodder which I guess is Construction for lack of better. Also Granary is not

SPECIAL REQUEST:::

I have a special request please. Could someone please make a standalone mod that is compatible with everything else and it does these things, in order of importance:
A) raw meat AND SALT and not processed meat are considered protein (maybe "raw materials market" could be repurposed and renamed (raw meat market) for this, for purpose of this mod
B) all processed food considered veg, change name of category or at least market to food. This would NOT include raw meat.
C) Minerals would be all Ores but NOT salt(protein) and NOT Coal. Need a cart for Coal, or at least stockpile. Smoker and Glassmaker use Firewood but not Coal, so need to continue to be able to distinguish between Firewood and Coal.

I think the barns and markets are cute but I think I prefer that I can visually see how full a stockpile is, and not market/stall. So I would actually prefer a stockpile style, or some other visual way to see how full, perhaps a flag that shows how full? Or some other cute indicator.

It sounds as though I can't have any generic stockpiles at all in the map because they will get misfilled which will cause them to fill with the wrong thing (usually fodder, which is on the wrong side of town). So I guess without the fodder market, never use a generic stockpile.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 10, 2018, 07:02:15 PM
Many of the things you request are not possible or posible but not without creating problems in another area.

20 flags is all we have and have to put everything under.

I have said this quite a few times in the past. The game is not up to par with the many, many items modded in from about 4 years ago.
Gigabytes of modded content is created over the last 4 years and the game from it's basics was/is not really prepared for that.

Nobodies fault, it is just the way it goes. We are humans after all and only want more....more ..... more.... :)
I can see that some players want pizza's, ice cream, and who knows what other foods in the game but the downside is the flags and so storage problems.
You end up with 30 food products which are flagged protein for example and there is no way to insure only some of those are getting stored in a barn or market.
That process is all hard coded in the AI.

I disagree with some stuff in Banished too but nothing we can do about it. The game is finished and what we have is what we have to work/play with.

Flagging some stuff the same because they are used together make no sense.
It maybe work for some stuff but not for others.
I have a preservist which uses a food say meat, salt, and a amphora as input.
The Amphora added was for two reasons, to give pottery a real reason instead of just being a trade item and I think it gives a bit of realism.
After all, most processed food stuff is put into a container and not dropped on piles on the floor.

So If I flag the Amphora food because they are used together as input it will be rather silly.
Bannies will start to eat the Amphoras if I flag them food. :)

I can understand many want more streamlining but it is just not possible without getting rid of quite a few resources which are added over the last 4 years.
Can things be a bit better? Yes, but this means in some cases to get rid of many modded in foods and/or other resources to lower the amount of items flagged under one category.
I not think many will like this as most instead rather see more and more resources added.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 10, 2018, 07:20:36 PM
hmmmmm. ok. so you want food broke into 2 storage flags,1 edible and 1 inedible? all food is flagged food.then there are 4 groups of food.you can do as you say with inedibes and test various markets and storage option. i disagree cause of the way the game is designed.  the bannies take grain or deer home and process it in their own houses.originally this is how the game was set.if you use the inedible food mods,the bannies can starve with a full barn.in the beginning of a game, what are they going to eat?

     the game was not desinged with modding in mind. don't think LUKE figured the game would go as far and have as many players as it does either.

     salt or sugar does not fit a food group.how do we label it as food? set it at fruit?realistically salt is a mineral since it does come from mining.setting it as meat,the bannies would eat it instead of meats.other problem will be the storage at the salting house. it will fill with meat and have no room for salt that was also meat.this will confuse the workplaces.if a blacksmith is set near the salt house, it will use iron ore for tools.if you are getting an over production  of ores,try producing and trading more processed metals.i have coal that stores with logs in the log depot.i increase my coal trading and this works to use up that coal.

       do you assign a worker to the textile cart or market? he should move coats out and more textiles in.plus the bannies or trade workers should be pulling out the coats. this sounds like a problem with using limits.too much output and it can't go anywhere will have all kinds of barns filling up.

     the fodder and flowers and fertilizer were under 1 limit flag originally.this led to a problem. the fodder would hit the limit.now no more fertilizer can be made. if you had water set the same, then you would have the same issue. 1 would trigger the limit and stop all other production.this defeats the use of the limits.
     say you have all materials under 1 limit.this including logs,firewood,and all construction materials.now when the bannies clear land,they leave the logs since they hit tghe limit.however by having everything under 1 flag,as firewood is taken for houses you run into a problem.there is no room for firewood since the logs in the cleared land area will take the place.middle of winter.there will be no firewood cut but plenty of logs. varrrying the limits helps stop these type issues from happning.it is better than it was before the 1.07 upgrade. we use limits to control many things. keep the luxury limit down so not all our food is turned to ale or cider. increase the clothing limit over time so we have extra coats to trade.keep it set low in the beginning so we have more workers clearing land.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 10, 2018, 08:33:39 PM
Quote from: brads3 on November 10, 2018, 05:36:41 PM
how much does the hunting season mod help? that would be useful info for other players.

it is all about the options. clothing can be made from several products.yes leather is low,but you also have furs. when i had the 1.04 version of the pine mod ,i had too many pelts and furs.swapped to the 1.05,and the balance is much better.map i am now i went to KID's flax garden from his ww addition,the ghost down.using the worklpace tailor,i coud make linen coats. with trappers from the pine mod bringing in pelts,a furrier tailor makes pelt coats also. options so you can work with whatever the game or map throws at you.

firewood is harder or takes more time to cut.1 trick is to use KID's FO thatch mod above the RK.now i have no excess fodder as the houses burn it.fodder and thatch interchange.you have the fodder texture but the use is that of thatch. i have a good system of sawmills and log depots moving logs to them. i am still breaking even on firewood. at about 70% educated.

age mods you have the 1:1 with many options. check the changelog on this. https://banishedinfo.com/mods/view/27-one-year-is-one-year-Update-26-17091434

you can also try the propertime mod from KID.  http://worldofbanished.com/index.php?action=dlattach;topic=1930.0;attach=21303

Thanks for replying.

I have taken CC out for the time being. Red's marvellous mod is at the very top of my mod list. Under that are in this order. Horse and wagon, I see fire and Debug at the bottom

I have been playing for four hours and have be offered for purchase, 3 types of Cattle, Pigs, Sheep, Goats, 2 types of Chickens, Lama, Bison and Deer. but not once has Ducks been offered. I now have the game speed set to ten to see if I can get ducks. All very strange. 

The butcher is working well.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 10, 2018, 08:37:32 PM
Thanks brad. That flips it around and helps me see the problems. In particular, if salt was a food, then food would clog where I wanted salt. So I see how it can create the opposite problems. Also they would eat salt, which while technically possible, probably isn't healthy, and wouldn't actually give any food value IRL.
I didn't imagine meat as inedible, they can eat it In the beginning I would only have one storehouse and they could eat anything in it. Later I would have food processors and they could still anything, but I would build markets further out that wouldn't pull the raw meat away from the processors. But maybe as you say they can't easily be separated. Can things have multiple flags that you are talking about? Or is something just one flag. Because maybe it could be like food AND mineral or something weird like that, just to be able to separate it out. Somehow there are log carts just for logs, and firewood carts, so somehow they get identified.

I'll have to try your amp because I like the idea of something being useful instead of only visual/trade. Where do I get that.

Also, did you say there's something to use thatch as fuel, how do I do that?
Thank you!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 10, 2018, 09:32:49 PM
Things can just have one flag I believe.
Never tried it but even if assigning two flags to 1 resource is possible it would create problems as limits are part of the flags.

Edible is a special kind of flag. It can have as up to four sub flags with it.
Like Edible | Protein for example which says it is a edible food with the protein sub flag.

When Luke made the example Apiary the honey which came with it had all the four sub flags assigned to it.
Others, just as I, thought it was way to overpowered as bannies need all four sub groups for health and so eating honey alone would fulfill that so many modded three sub groups out.

And here comes in another issue which can happen.
1 modder has Honey as grain, but I have seen it being a fruit too.
This is not a major deal but there is also some who want to makes things harder and some who rather make things easy.
So take honey as example. Some maybe say create 30 to 40 out of a cycle while other modders think 30/40 I find too easy and do like 20 to 30.

Because we mostly share the raw material files the one which is on top of all others in the mod list wins and those values get used for all mods which uses honey.
The only way to avoid this is to make your own honey by using a different file name but then players can end up with 5 different or even more honey's in the overview windows.

Some modders have taken this approach but they clearly state their mods should not be used with all kind of other mods together, beside some mods they see as not having an impact of values and flags.

Tom Sawyer's The North Mod is a good example of such a mod. Sure it can be run with other mods but be prepared for weird things, strange flags because Tom changed some flags too to fit his mod, and different values intended by Tom as he visualize his mod to be played.

Again, no right and wrong here in each approach. But hopefully it shed a bit of light and shows that modding is not as easy as it maybe look in that regard because we as modders also have our own set of values and rules we see as the ones we find the good ones for our mods.
If we would make about everything compatible with all other mods out there our own values and rules will be blurred.

So in a nutshell, the more mods are used together, the more issues can arise from weird storage behavior, to weird values, strange looking flags/limits, and so on.
Two players with the exact same mods activated but each in a different mod order can have different production values for example.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Abandoned on November 11, 2018, 05:32:04 AM
Hi all, I suggest that these discussions be moved to a thread under General Discussions category or requests unless they pertain specifically to RKEd mod.  General Discussion category may already contain threads with many answers. Anyone looking for information on Red's Editor Choice mod itself has a lot of unrelated information to wade through here.  Thank you.


Also Tips & Tricks category has a lot of helpful information
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 07:47:05 AM
Quote from: tuggistar on November 10, 2018, 04:24:57 PM
Redketchup can make the animals on the map appeared more. And then I constantly do not have enough materials from the hunter for the production of clothing. Mods Hunting Season 3.0 can be put on top of the list or not.
The animals are very beautiful, but the tailors are constantly almost sitting around and as a result I have very little firewood. Or anyone advise how to solve this problem medium and high difficulte.

And somebody advise, which mod (one year is one year) can be started for acquaintance. I looked them now there are a few now. Someone advise what is better.

i can ... but....
i am scared that will trigger alot more lag to the game. because when they all start to move , it impacts the computers.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 07:50:15 AM
Quote from: littlelamb on November 10, 2018, 05:25:42 PM
Thanks for the advice brads3, Does adding building have any other effect on the game besides giving more buildings. I ask because at present I am having a problem getting RK's ducks to show properly in the pasture.

I have taken out all mods except Iseefire, Horse and Wagon , and Debug. I have started a new game and am now waiting for a delivery of ducks. I was playing with CC Journey and have also taken that mod out.

Do you know if Redketchup"s butcher will work with the vainly game.

I have placed specific covered stock piles near the appropriate buildings and it is helping.

as i said earlier, there are 2 ducks. CC ducks and RK ducks. they are not the same at all. the CC ducks are 99% flying over ground but making levitation. they wings arent flapping at all.
mine they are on the ground and they dont fly at all.

and as you said, i personally cannot figure out of which ducks you were talking.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 07:56:46 AM
Quote from: donwolfkonecny on November 10, 2018, 06:24:16 PM

I disagree with the categories in Banish, can we repurpose them?

it would become a totall mess about everything, with all other mods already made. you have your ideas, and i have mine, and all other person, they have all their point of view.
the best for your idea, is download the toolkit, and start to repurpose everything :) because i cannot do that, there will be 10,000 s of people who will be angry at me.
that way, you will plenty satisfied :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 11, 2018, 08:44:38 AM
RED are we overhunting the maps again? that used to happen way long ago but LUKE fixed it.could it have been retriggered somehow with adding the new animals? there do seem to be less herds and with less animals after many years than the start of maps.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 08:51:00 AM
bah i did allowed a kill per month instead of a kill per 2 month. maybe it has something to do with the lack of animals in late part of the game :P
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 09:04:28 AM
Quote from: brads3 on November 11, 2018, 08:44:38 AM
RED are we overhunting the maps again? that used to happen way long ago but LUKE fixed it.could it have been retriggered somehow with adding the new animals? there do seem to be less herds and with less animals after many years than the start of maps.

so , i added a couple of "points" to the populations... just tiny number changes... i hope it will help.

   int _cellSize = 22; // was 8
   int _largeCellSize = 148; // was 64

in RKEC it was 24 and 152 as numbers. that control the overall number of packs. it is linked the the map size.

other thing, i also modified the time to get a birth, making it faster.
vanilla deer had :    float _reproduceTimeInMonths = 12.0;

i changed it to :    float _reproduceTimeInMonths = 8.0;
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 11, 2018, 09:29:00 AM
had you changed the birth numbers before? not sure what LUKE had to change when he added the banished plus mod long ago. i do know coding is a language to itself and can be quite touchy.let alone the coding for this game. subtle change to the coding from 1 upgrade to the next on a mod can have big effects. sometimes changes happen without you modders trying.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 11, 2018, 10:27:47 AM
Quote from: RedKetchup on November 11, 2018, 07:50:15 AM
Quote from: littlelamb on November 10, 2018, 05:25:42 PM
Thanks for the advice brads3, Does adding building have any other effect on the game besides giving more buildings. I ask because at present I am having a problem getting RK's ducks to show properly in the pasture.

I have taken out all mods except Iseefire, Horse and Wagon , and Debug. I have started a new game and am now waiting for a delivery of ducks. I was playing with CC Journey and have also taken that mod out.

Do you know if Redketchup"s butcher will work with the vainly game.

I have placed specific covered stock piles near the appropriate buildings and it is helping.

as i said earlier, there are 2 ducks. CC ducks and RK ducks. they are not the same at all. the CC ducks are 99% flying over ground but making levitation. they wings arent flapping at all.
mine they are on the ground and they dont fly at all.

and as you said, i personally cannot figure out of which ducks you were talking.

I am sorry for the confusion Redketchup. I was referring to the RK ducks. They were not showing in the dock or the on the ground in the pastures.

I installed the RK Ducks With Feathers mod and it is second under RK Editors Choice mod, in my mod list. The only other mods I have are the ones I mentioned above in the quote.

I did have the 'Colonial Charter Journey', 'Lush and Green', 'Renewable Resources' and 'MrFlopsies Stone Bridge'
I took all of these out of the game. After removing these mods, I starting a new game and was finally able to purchase the RK ducks, They showed up at the dock and they walked to the pasture and are now on the ground in the pasture. 

I now have to work out which mod was the cause of them not working properly.
I will also test the game without the 'RK Ducks With Feathers' mod.

Thankyou for the help and the great mod. I like having the animals you have added wander through my town.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 11, 2018, 10:57:15 AM
Quote from: littlelamb on November 11, 2018, 10:27:47 AM
I now have to work out which mod was the cause of them not working properly.
I will also test the game without the 'RK Ducks With Feathers' mod.

Thankyou for the help and the great mod. I like having the animals you have added wander through my town.

if you prefer to have ducks with feathers, you need to place it ontop of RKEC
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 11, 2018, 03:58:55 PM
Thankyou again for you help :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 11, 2018, 11:24:03 PM
Hi Redketchup.

I installed CC Journey 1.76 and made a new game. Finally was able to buy duck but they were not the RK ducks

In my mod list I did as you said and put the RK Duck With Feathers mod before RK Editor Choice
The CC Journey mod was at the bottom of the list

As the CC Journey mod was the only different mod I have installed since being able to get the RK Ducks, it would appear that the CC Journey mod it the one causing the problem :(
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 11, 2018, 11:33:20 PM
If you are playing with CC and RK then both types of ducks will be in your game. It doesn't matter which mod is on top, both versions of the ducks will be in your game. It's the same with CC pigs and RK pigs, and also CC cows and RK cows. Both types of animal will be available to buy. Just wait for the boat to bring the ones you want.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 12, 2018, 03:16:51 AM
Quote from: elemental on November 11, 2018, 11:33:20 PM
If you are playing with CC and RK then both types of ducks will be in your game. It doesn't matter which mod is on top, both versions of the ducks will be in your game. It's the same with CC pigs and RK pigs, and also CC cows and RK cows. Both types of animal will be available to buy. Just wait for the boat to bring the ones you want.

Thank you for the reply elemental. I was not aware that both the CC and RK pasture ducks were available for purchase

Do you know if there is anyway to tell what ducks are being offered for sale.? They seem to just show as 'Ducks' or if there is some way to get rid of them if the wrong ones are purchased?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: elemental on November 12, 2018, 03:22:49 AM
Price is one way to tell them apart. I think RK ducks cost 400 and CC ducks cost 600, but I'm not exactly sure.

If you don't know which is which, just save your game before you buy them. And then if you get the wrong ones you can reload.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 12, 2018, 03:24:02 AM
The name Ducks is set in the string tables by the modders and this is what the players see in the game.

CC and Red have both set it to Ducks because it are Ducks so it is hard to tell which Ducks it are you are buying.

To get rid of them is to leave them at the Trade port because after a while they will die I believe because nobody takes care of them as in a pasture.
You can also do a save just before you buy them. Then buy them and see the animations.

Reds ducks not fly I believe so if they just wander around a bit and not fly you have Reds Ducks.
If they fly you have CC Ducks so you reload the save and not buy them.

You can also ask Red to rename his Ducks in the string table but what name to give the Ducks?

EDIT: Elemental beat me to it and I did not now about the pricing. If the pricing is as elemental says then it is clear which Ducks are from what Modder.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 12, 2018, 05:16:33 AM
Thanks folk.

I think I may also have another way to tell them apart. I payed close attention to the offered animals, the last time they became available for sale and noted that there are small pictures next to the name of the animal. I was Pigs I picked up on because 'Pigs' showed twice in the list. On close inspection I noticed that one lot of pigs were small that the other.

Saving prior to purchasing is a good idea. I do that before I place a 3 storey house, as I like a one tile space between the houses and quite often I miss calculate with the 3 storey ones
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 12, 2018, 05:24:56 AM
you can have similar things happen with some crops.some orchard fruits grow in fields under CC.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 12, 2018, 09:07:04 AM
I have a bunch of questions. Maybe it's not best to ask them all in one thread but lets see how it goes.
1) why would you want feathers?
2) Can the RK ducks be named to some particular type of duck such as "Wood Duck" or "Mongolian Duck" (if there is such a thing lol)
3) Is copper used for anything besides copper tools (which I have never used so copper becomes exclusively a trade item)
4) My dudes and chicks are 5 hearts. I think it's because of the good variety of food. Does that mean there is no need for Tavern Church or Bathhouse? (The only need/point for those is happy, correct?) There's one or two .5 hearts cause the cemetary filled before I built the new one, but they will recover just on the good food true?
5) Do domesticated Bison create anything besides fertilizer? I haven't noticed meat or fur. Can I do something like grow them to eight, force them into pen for two, then hunt the others?
6) General question. Does it help for me to assign a rancher. Since they don't produce much I'm hoping I can leave a rancher unassigned. Or will they die? Or does rancher speed production of whatever they produce, in this case manure.
7) What does the dentist do? Is it the same thing as herbalist? Like, if I have a dentist, or barber, do I then not need a herbalist?
8) I kinda feel greenhouse is overpowered. Why buy seeds for anything if you can build greenhouse? And produces much faster than crop. Maybe it should only grow what you have seeds for. Maybe it grows more slowly than a field but all year, so the annual yield is same as field (but you don't lose any, but requires full time worker).
9) I think seeds are silly (and overpowered) in this game because you buy them once and you have them forever so they get boring. If I wrote this game, I would make it so seeds were good for only one growing, but cost less and were more readily available. Then what I grew that year, would kindof be dependent on what seeds I had, it wouldn't be entirely my choice. Like there would be five seed (packets) available and I could buy five and then plant a total of five seasons or fields.
10) Can someone please tell me the 20 flags you can have for the items. Mostly out of interest of how the designer envisioned things.
11) I added that Warehouse, and I have to say, it's helping a lot. It's not perfect, but maybe it's that nice spot of not making the game TOO easy, but allowing me to micromanage. For example when I had way too much salt and the mineral cart had all salt and couldn't fit minerals, now I can make the salt "disappear" temporarily. Also I can now move all meat over to the processors. I just set the amounts high and it sucks it up over there and then I release it 100 at a time. But speaking of.
12) Can someone tell me the recipes, or RK could you please display the recipes for items in their production? I'm concerned I'm wasting time processing food because it does not seem to increase the amount. I'm concerned it increases the selling value of the food, but if I'm eating it then I don't care about price, I care about quantity. For example what are the numbers for the butcher? If I want to increase food quantity should I build a second smoker dryer salter or butcher?
13) Is there a listing somewhere of what the food items count as? What I mean is, I heard that happiness requires getting four food groups protein (meat), starch (grain), veg and fruit, but what for example is onions and roots, are they both veg? is there no difference besides cosmetic? I mean I can't control how much of each the gatherer collects so no reason to have separate items (except for cutesie). Also, are all gathered items veg? I've seen cranberry, are they veg or fruit? And mushroom? And are these all the same as the ones that can be grown in greenhouse.
14) what are seedlings for and how are they used?
15) I can't add "I see fire" which suggests it's included in RKEC but I can't find it anywhere in the menus, where is it?
16) I've added kids Barbeque, and I see I can sell the items in trade, but I can't find BBQ anywhere in menus, is RKEC hiding it somewhere? Possibly this would be a use for separating veg from meat!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 12, 2018, 09:36:41 AM
Feathers are used in CC. Bedding I think.
Yes possible, if Red want to do it.
Copper is used in two or three of my Mods as building Material. In CC copper can be used to make copper pipes I think.
Happiness is stars, hearts is food/health I think. You need both in good standing so some happiness buildings are a pre.
I think all four foods are linked to happiness but more important is the link to health.
Not sure, but i think Red said Bisons are only for fertilizer.
Rancher? Sorry cannot help you there.
Yes, dentist works the same as a herbalist. It is at least some variety.
I think seeds can be set in the code so they work only once but that would not be liked by many.
20 flags are Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
The customs were added by Luke and by agreement between modders these were filled.
From Custom 0 to 9 they are: Crafted, Forged, Fabrics, Industrial fuel, Materials, Construction, Precious, Misc, and 2 reserved. Red using Custom9 as a happy maker (Tickets) for the theater.

Some modders like Tom Sawyer and Discrepancy changed some flags for their mods.

I not know all the recipes of RK EC.
So many foods it is not easy to name all the flags for them. Onion and root are both flagged as Edible | Vegetable.
Seedlings are used so you can plant Decoration trees with them. I think Red going to use them in a newer version into something different.
Not sure if I seeFire is in RK but it can be loaded with it separately if not included.
No clue, sorry, but I doubt Red is hiding it :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Maldrick on November 12, 2018, 10:02:53 AM
Most of these questions can be answered by loading a debug tool and testing.

For the trade values, there's a button on debug that unlocks all possible items currently available with what mods are loaded. Hit that then up arrow every item on a trade post, and the trade window will give you a list of the value of everything.  Make notes.

It's also really easy to test production chains you are unsure of.

If you don't know what a particular resource is for you can easily build one of everything and find out.

A flatten tool along with debug helps a lot.  You can quickly create a large flat work area to test on at launch and have water and terrain not be an issue.

There's no universal list of what foods are in what food group.  If memory serves, some modders flag honey as fruit, others as protein, for example.  Additionally, some processed foods are more than one because they combined two raw foods of different groups.  Usually it's common sense. If it's obviously a fruit it's usually a fruit.  If it's anything else besides a fruit or nut it's probably a vegetable.

If you really want to know specifically for what you are playing with, load a set of specialized markets and test with debug.  Most modders combine fruit and veg in specialized markets but there's an older fruit market someplace if you really need to test that.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 12, 2018, 10:07:27 AM
I have a spreadsheet in the download (Remind me of I need to update the damn thing so the newer stuff is in there)  :-[
All the items of all my mods and even some vanilla stuff is in there with trade values, weight, and flags.

It also give the recipes and how much is input and output and so fort.
Need Microsoft Excel or another program which can read excel files to load the spreadsheet.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Maldrick on November 12, 2018, 10:14:52 AM
Your spreadsheet is great, EB.  Last time I played your set I kept it handy on my phone.  Thanks for making it available.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 12, 2018, 10:18:16 AM
feathers is used a few places in CC,including with reeds to make coats for swamp villges.
renaming ducks solves 1 animal. there ae others added via various mods and many different crop variations.it won't solve everything.to me it really won't matter much.
pastures take time for the animals to breed and fill them before they produce meat.you can't let the animals go from the pasture to live wild.they will stay until they die from not being fed.without a worer the animials will die over time.they shouldn't breed and multiply either.
greenhouses tae more workers since you need water supplied to them i don't find them overpowered.

     some food processors increase food units some uses more to produce less. this is a debatable point that has been around awhile.CC started this by increasing trade value of the end food be it a pie,bread,etc.since the trade value means nothing to the bannies,this way does not help them.a unit,whatever that be,of pie is not equal to a unit of wheat,flour,etc added together. i understand why CC did it their way.lately i question if this was the right way.most butchers anymore do work to make more meat out from whatever animal is cut up.

happiness doesn't matter to much to the game.the bannies do want to be healthy and will get sick more and lazy if it goes down.

iseefire is not included with the RK.RED has many mods out that can be added to any game.

seedlings are used to make decorative trees. they are also a trade item.

KID's mod should be under his icon under the community icon. if it is an older version if might be under the old toolbar.depending on mods you have added,i would check thru all the buttons.you may find other stuff that you added but forgot you have.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: embx61 on November 12, 2018, 10:19:54 AM
I not really made the spreadsheet.

CC has one and @estherhb made theirs so i asked her permission so I could make a copy of the CC one and use it as a template and edit it so it suites all my numbers and stuff and make it available.
She kindly gave me permission. :)
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 12, 2018, 11:39:01 AM
Quote from: donwolfkonecny on November 12, 2018, 09:07:04 AM
I have a bunch of questions. Maybe it's not best to ask them all in one thread but lets see how it goes.
1) why would you want feathers?
2) Can the RK ducks be named to some particular type of duck such as "Wood Duck" or "Mongolian Duck" (if there is such a thing lol)
3) Is copper used for anything besides copper tools (which I have never used so copper becomes exclusively a trade item)
4) My dudes and chicks are 5 hearts. I think it's because of the good variety of food. Does that mean there is no need for Tavern Church or Bathhouse? (The only need/point for those is happy, correct?) There's one or two .5 hearts cause the cemetary filled before I built the new one, but they will recover just on the good food true?
5) Do domesticated Bison create anything besides fertilizer? I haven't noticed meat or fur. Can I do something like grow them to eight, force them into pen for two, then hunt the others?
6) General question. Does it help for me to assign a rancher. Since they don't produce much I'm hoping I can leave a rancher unassigned. Or will they die? Or does rancher speed production of whatever they produce, in this case manure.
7) What does the dentist do? Is it the same thing as herbalist? Like, if I have a dentist, or barber, do I then not need a herbalist?
8) I kinda feel greenhouse is overpowered. Why buy seeds for anything if you can build greenhouse? And produces much faster than crop. Maybe it should only grow what you have seeds for. Maybe it grows more slowly than a field but all year, so the annual yield is same as field (but you don't lose any, but requires full time worker).
9) I think seeds are silly (and overpowered) in this game because you buy them once and you have them forever so they get boring. If I wrote this game, I would make it so seeds were good for only one growing, but cost less and were more readily available. Then what I grew that year, would kindof be dependent on what seeds I had, it wouldn't be entirely my choice. Like there would be five seed (packets) available and I could buy five and then plant a total of five seasons or fields.
10) Can someone please tell me the 20 flags you can have for the items. Mostly out of interest of how the designer envisioned things.
11) I added that Warehouse, and I have to say, it's helping a lot. It's not perfect, but maybe it's that nice spot of not making the game TOO easy, but allowing me to micromanage. For example when I had way too much salt and the mineral cart had all salt and couldn't fit minerals, now I can make the salt "disappear" temporarily. Also I can now move all meat over to the processors. I just set the amounts high and it sucks it up over there and then I release it 100 at a time. But speaking of.
12) Can someone tell me the recipes, or RK could you please display the recipes for items in their production? I'm concerned I'm wasting time processing food because it does not seem to increase the amount. I'm concerned it increases the selling value of the food, but if I'm eating it then I don't care about price, I care about quantity. For example what are the numbers for the butcher? If I want to increase food quantity should I build a second smoker dryer salter or butcher?
13) Is there a listing somewhere of what the food items count as? What I mean is, I heard that happiness requires getting four food groups protein (meat), starch (grain), veg and fruit, but what for example is onions and roots, are they both veg? is there no difference besides cosmetic? I mean I can't control how much of each the gatherer collects so no reason to have separate items (except for cutesie). Also, are all gathered items veg? I've seen cranberry, are they veg or fruit? And mushroom? And are these all the same as the ones that can be grown in greenhouse.
14) what are seedlings for and how are they used?
15) I can't add "I see fire" which suggests it's included in RKEC but I can't find it anywhere in the menus, where is it?
16) I've added kids Barbeque, and I see I can sell the items in trade, but I can't find BBQ anywhere in menus, is RKEC hiding it somewhere? Possibly this would be a use for separating veg from meat!


Thanks guys for having answered most questions while i was sleeping :)

1) some other mods use feathers to make things like bed or coats

2) Why not REAL Ducks ? why CC wouldnt change their name instead of me and call them Flying Ducks ?

3) Copper is mostly used in tools, but also some building requirements.

4) lose a lovely citizens really hurts their family, if you werent ready, they will spent their lives not fully happy. it can take time to recover.

5) they create Bison Meat and double quantities of Leather when they are slaughtered.

6) Herdsmen help your animals grows, give quantities, breed and control numbers. it is really not good to let a pasture without workers. The animal will be dying over time and dont even get the meat and leathers.

7) Dentist , Barbershop , Clinics are same as an hospital. hospital can hold 30 patients. clinics 20 , and dentist/barbershop 10. there is no difference between a dentist and barber, only the name and the look of the building is different. it is useless to put them close each together, but you can put a barber in one part of the town, while a dentist in another part of the town. None of these replace an herbalist hut.

8) Greenhouses number are better than a crop for sure, and it is intended to be like that. but yeah as said, you need to count all workers in the chain (workers to get water... herdsmen/stablemen to get the fertilizers, farmers to get fodder...)

9) seeds are the way they have been done by the programmer of this game. if there is something, it is at him you should complain. we are for nothing in this and we cannot change the game mechanics.

10) as embx61 said : 20 flags are Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
the game started with the basics ones, and then, the community of modders asked for more and he gave us 10 more (custom0-9). we took a month stting all together (with CC crew) to decide what would be the best way to attribute them and we got an agreement. the agreement help us to stay compatible between the mods.

11) nothing to say since no question as been ask ^^. it serves its purpose. and it takes 100,000 years to trigger its merchant boats. because it is in reality, it is a trading post disguised in a warehouse. no way we can seperate the merchant boat from this UI.

12)  processed food. i can tell you, it is NEVER a waste to process the food in RKEC. it always give you +50% (uneducated) or +100% (if educated) although the numbers can be different, but it is always +50 or +100%
10 food will give 15 or 20 , and, 12 food will give 18 or 24. Uneducation is always bad, and it is very bad planning to not set up schools in a game.

13)  Use your common sense and use what you've learn so far in your life, a fruits is a fruit, a vegetable is a vegetable. an apple is a fruit... an onion is a vegetable. i admit sometimes things can be difficult to say like tomato, some considare it as a fruit, some as a vegetable. i personally set to fruit because it is what scientifics are doing so.
you are talking about cosmetic... it is really just cosmetic for you ? why do you bother to buy bananas in real life when you can get apples 365 days/year, in your next 80 years you will live ?
maybe you wants some changes ? a day you feel more for a banana ? maybe tommorow it would be fun to have a peach instead ? this is a game, a simulation, why you would care to give your citizens what you , you would love to get, if happended to be one of those citizens ? humanity ?

14) seedlings are a material requirement to "build" a decorative tree / decorative bush / decorative flowers. in 1.2 there will be more use like for the Orchard Foresters. it will take Wood, Stone, and Seedlings to build those buildings.

15)  I See Fire is not included in RKEC, For ISeeFire 1.0.7 you will find its icons in RK Decorations toolbar, should be the last one. For ISeeFire 1.0.6 you will find the icon in vanilla Services toolbar.

16) I do not hide other modder icons, even if i would want, not sure i could find a way to do it. ^^
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 12, 2018, 12:39:27 PM
#12 but but the nomads all come uneducated.   seriously,am glad WOB has gone away from CC on this.it is a much appreciated and improved change. used to hate that before.start making processed food to help the bannies and food would drop.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 12, 2018, 12:46:57 PM
"Quote" doesn't seem to do anything on my windows chrome browser.

4) Ok so let's say I always have room in Cemetary. THEN there is no need for other happy buildings?

6) I found that if I don't have a Herdsman, a laborer will walk over and collect the manure. They still reproduce and I can turn one on long enough only to slaughter and collect. Or it would be interesting if they required Water and Fodder, either to speed up growth or to survive at all.
Techinically how does a herdman help a herd. I suspect it is unnecessary, I think herdsmen only collect stuff, which other laborers would do anyway. Do you think Herdsmen speed reproduction by 33% or something like that?

7) Just curious then, is there no other building that replaces Herbalist? Just curious, seems the only thing not modded.

8) I guess I didn't take into account the chain (would be hard to measure). So maybe greenhouses do overproduce, but it takes a lot to get to that production. But they still don't require seeds. Maybe I need one seedling for each year of greenhouse if I don't own the seeds?

12) Do you have a sheet of production recipes like EBs? I;d like to know how many food the butcher produces for input compared to salter and dryer and smoker.

13) To be honest, I don't think of Banished as a simulation. I think of it as a city builder/management. The difference being I don't care about the inhabitants, I only care about their happiness as far as it impacts their productivity, So if one food works for them then I would not grow two.
Now, an onion might offer more (or less) calories than an apple, or onion can be used for soup and apple cannot.

And you are right! A botanist says a fruit has seeds and vegetable not. So, many things we call vegetable are fruits - pumpkin is fruit, zuchini, tomato, eggplant, etc.

15)  When I enable "I see Fire" it turns red as well as EKEC turning red. Is this okay and I should proceed even though they are both red? Does one need to be above the other or something?

Thank you very much for all the useful information, guys!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 12, 2018, 01:12:41 PM
Quote from: donwolfkonecny on November 12, 2018, 12:46:57 PM
"Quote" doesn't seem to do anything on my windows chrome browser.

4) Ok so let's say I always have room in Cemetary. THEN there is no need for other happy buildings?

6) I found that if I don't have a Herdsman, a laborer will walk over and collect the manure. They still reproduce and I can turn one on long enough only to slaughter and collect. Or it would be interesting if they required Water and Fodder, either to speed up growth or to survive at all.
Techinically how does a herdman help a herd. I suspect it is unnecessary, I think herdsmen only collect stuff, which other laborers would do anyway. Do you think Herdsmen speed reproduction by 33% or something like that?

7) Just curious then, is there no other building that replaces Herbalist? Just curious, seems the only thing not modded.

8) I guess I didn't take into account the chain (would be hard to measure). So maybe greenhouses do overproduce, but it takes a lot to get to that production. But they still don't require seeds. Maybe I need one seedling for each year of greenhouse if I don't own the seeds?

12) Do you have a sheet of production recipes like EBs? I;d like to know how many food the butcher produces for input compared to salter and dryer and smoker.

13) To be honest, I don't think of Banished as a simulation. I think of it as a city builder/management. The difference being I don't care about the inhabitants, I only care about their happiness as far as it impacts their productivity, So if one food works for them then I would not grow two.
Now, an onion might offer more (or less) calories than an apple, or onion can be used for soup and apple cannot.

And you are right! A botanist says a fruit has seeds and vegetable not. So, many things we call vegetable are fruits - pumpkin is fruit, zuchini, tomato, eggplant, etc.

15)  When I enable "I see Fire" it turns red as well as EKEC turning red. Is this okay and I should proceed even though they are both red? Does one need to be above the other or something?

Thank you very much for all the useful information, guys!

4) you have no need, but why you wouldnt put some after all ? i am happy not be one of your citizens :)

6) thats possible. we modders cannot see the game code.

7) yes, the Bath House. your citizens will take anything flagged as "health" (herb, potions, bandages or whatever CC name...) and get their +.5 heart.  BathHouse is designed more to be in middle of your town than an herbalist.

8) Game mechanics doesnt allow us to play with seeds outside crop/orchards.

12) i dont have a sheet. i will see if i can give you the numbers.

13) game doesnt care about calories.

15) mods turns red means nothing. 98% mods turns red when a good mod is ON. it doesnt mean conflict or error, it means something is shared.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 12, 2018, 06:15:57 PM
i just did a full compile of everything i did so far and enabled everything... and i am playing with it since a couple of hours...

i first loaded 2 of my big city different saves, and it loaded like a charm and no crash (2 on 2) and then started a new city...

i must say .....

if there is someone who will say this mod is not ..... just beautiful!
sorry but it would s-cks to be him or to be her because this mod..... is a powerful rainbow !!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: theonlywanderer on November 13, 2018, 06:17:29 AM
I've been playing your RKEC for the last few days and it's been awesome!    I do miss a lot of your mods from using MM8.1, but that's okay because it's supposed to have limitations to create the challenge/puzzle aspect of it.

Currently at 444 citizens...    I got so focused on building up a new area on a peninsula and reworking the original settlement area to have more homes, that I completely missed something that caused my food reserves to drop from 40,000 to alert status.... OH NO!!!   I think it was a massive influx of births due to over building.  I tend to do that.    I hit pause and tossed up around (24) 11x11 crop fields and saved the day!!

It's a great stand alone option!
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 15, 2018, 06:19:09 PM
Is something supposed to happen when I press "quote"? I would expect a reply to open with the post in questions text appearing in quotes, but nothing happens when I press quote.

brad writes     some food processors increase food units some uses more to produce less. this is a debatable point that has been around awhile.CC started this by increasing trade value of the end food be it a pie,bread,etc.since the trade value means nothing to the bannies,this way does not help them.a unit,whatever that be,of pie is not equal to a unit of wheat,flour,etc added together. i understand why CC did it their way.lately i question if this was the right way.most butchers anymore do work to make more meat out from whatever animal is cut up.

Can you say more about this? I would expect if I take apple and wheat and make a pie, I would expect that to be more food than the units that went into it, it sounds as though you are saying it is worth LESS food??? Why on earth would anyone want to do that??? Is it because it makes fewer pies and expects you to sell, not eat it?

After reading this
RK : 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.

This implies that butchers etc produce double the count. But if it requires salt or firewood then the value is higher. So if I plan to eat the meat, I should use butcher& dryer , but if I plan to sell it then use salt & smokey, true?

So to summarize, it's a waste to let bannies eat bakery and pies and bread etc, though it's worth selling.
And some meats are profitable to eat, but some are only (or more) profitable to sell. True?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 15, 2018, 09:44:37 PM
the quote button doesn't do much. you have to press the insert quote button on the post when you are in the respond page.

as RED said he has adjusted his food processing to give more food out than is put in. CC did it based on trade values they calculate work time and food total used to get a higher valued product.of course this does nothing to help the bannies. the argument comes from the "unit" measurement. is it by weight,count,or some other measurement? so 1 cake takes X amount of flour,and eggs,etc.but 1 cake would weigh more than those food ingredients totaled. over time of playing this game,i feel the old way is wrong. actually think both the trade value and amounts can be increased by procesing.RED and other modders have adjusted and do increase food with mods.that is parrt of banished we learn as we go both players and modders.

     if you play CC,expect the dropoff of food. as you expand the town and start processing foods there is a double hit to the food use.1 you have to stock the new houses and feed the newborn children.2 the processing will use more food and produce less.you can have thousands of food extra stored and a few minutes later be in trouble. if you trade the high valued food away,you can bring tons more in.

      different players have different styles and ways of playing. most of my towns try to be self-efficient. we don't trade away needed items of food or firewood.we try to produce what we need.normally i have extra clothing to trade for livestock and seeds. otherwise i try not to depend on trading. lately i have been working with the railroad mod, and it does make sence to trade or ship coal or other extra goods via the trains.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 15, 2018, 11:12:24 PM
Quote from: brads3 on November 15, 2018, 09:44:37 PM

Ah, you have to press it AFTER you create the reply! thanks!
I guess in reality that would be true, a cake weighs more than an apple, but as you say it doesn't make sense for food production. They could do "slice of pie" and have more slices than the input. But I guess I need to tell them that, not you. lol
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 18, 2018, 08:32:11 PM
First I had too much fodder. Now I have stripped some areas of land, and I'm planting trees. But no fodder is growing there. Do trees prevent fodder? There are other areas I stripped where I'm not planting trees and nothing is growing there, trees fodder or flowers. How can I encourage fodder to grow? Does it only grow on a certain color terrain?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 18, 2018, 08:42:00 PM
Oh and I am unloading some bison from my warehouse. I'd like it to be deposited in TinyBarn A, but the stocker passes TinyBarn A and TinyBarn B, to drop it in TinyBarn C. Do they deposit randomly or can I control where they drop somehow? TinyBarn C was the first one built, I wonder if that's why it goes there. No the others are not full, less than half.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 18, 2018, 08:45:50 PM
Quote from: donwolfkonecny on November 18, 2018, 08:32:11 PM
First I had too much fodder. Now I have stripped some areas of land, and I'm planting trees. But no fodder is growing there. Do trees prevent fodder? There are other areas I stripped where I'm not planting trees and nothing is growing there, trees fodder or flowers. How can I encourage fodder to grow? Does it only grow on a certain color terrain?

trees dont spawn fodder. nothing can "naturally" make spawn fodder. it is added when you create the map with the map generator.

the only way to make grow fodder is with a fodder farmer building. it works like a forester outpost but they will plant only fodder (grass) instead of trees. with time, they will clear the radius and plant fodder each time they clear something.

and fodder with time will make spawn flowers.
and flowers will make spawn wild food :)

if you act good, the gatherer hut can be extremply OP, providing like 4000 food per year for just 2-4 workers.
( in the picture you can count a minimum of 3472 food, missing the 11th item, berries. and you can see the radius has been used at 50% for houses, barns, other_things....
and it is not year 1 ... previous year was year 7.
On this, even if i ve took a lot of space for buildings, i've clear all stones, all ores, all fodder. i kept all flowers. i ve put a forester, to plant trees in empty cleared spaces. )
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 18, 2018, 08:48:29 PM
Quote from: donwolfkonecny on November 18, 2018, 08:42:00 PM
Oh and I am unloading some bison from my warehouse. I'd like it to be deposited in TinyBarn A, but the stocker passes TinyBarn A and TinyBarn B, to drop it in TinyBarn C. Do they deposit randomly or can I control where they drop somehow? TinyBarn C was the first one built, I wonder if that's why it goes there. No the others are not full, less than half.

you cannot control what bannies are doing... not at 100%
they will go drop it when and where they want ^^ . thats the game and how it has been built from day 1
they can go eat... and then drop it near there... they can go for another item to pickup on the ground and then go for the next near that place.... they can go visit the herbalist and then drop it....
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 18, 2018, 10:03:04 PM
fodder not regrowing is a double edged sword. 1> it does mean we aren't swamped with flowers and fodder.since both would growwe would have excess flowers at least,unless we made perfumes. 2>however i do disagree with the logic. since RED has berries that only spawn with the  fodder,realistically it should regrow. the original Nat Div thatch did regrow. the way it is now works without giving us excess flowers.i am on the fence rather it should regrow naturally. full disclosure,my houses do burn fodder freely.

     when i am done with the map i am on,i may experiment to see if i can get the fodder to regrow itself.i'll run a mod order test on it.

        DON,your trees should regrow. i would say within about 5 years of clearing the land.fodder in RK can be bundled so houses will burn it as firewood.the vanilla wood chopper will bundle it.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 19, 2018, 11:54:20 AM
bah of course , the fodder will respawn itself. but if there is none, it cannot appear from nowhere, from another galaxy near you ^^

the fodder by itself :
   // re-seeding.
   bool _autoSeed = true;
   int _seedChance = 20;
   int _seedDistance = 4;
   int _seedTimeMonths = 3;
   float _growthForSeeding = 0.6;
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 19, 2018, 12:30:58 PM
what are the numbers for trees what about increasing the chance,would this mean more thatch and trees will regrow?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 19, 2018, 01:10:27 PM
Quote from: brads3 on November 19, 2018, 12:30:58 PM
what are the numbers for trees what about increasing the chance,would this mean more thatch and trees will regrow?

the auto reseeding for trees are this :

   // re-seeding.
   bool _autoSeed = true;
   int _seedChance = 12;
   int _seedDistance = 8;
   int _seedTimeMonths = 3;
   float _growthForSeeding = 0.9;


so grass has more chance to reseed than trees but less far away.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 19, 2018, 01:46:49 PM
does the growth for seeding refer to the rate of growth? can it be set to twice as often for both and speed the growth up for the trees?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 19, 2018, 02:24:11 PM
Quote from: brads3 on November 19, 2018, 01:46:49 PM
does the growth for seeding refer to the rate of growth? can it be set to twice as often for both and speed the growth up for the trees?

it refers to how aldult the seeder need to be old for seeding a new tree near it.
0.9 number set to be 90% fully grown, 90% of adult.

vanilla tree:
   // maximum growth before death, -1 for ever living
   float _maxGrowth = 5.0;

   // growth +- some amount
   float _maxGrowthTolerance = 1.0;

   // length of growth period to maturity
   float _growthInMonths = 40;


so 90% of 40months


in RKEC 1.2 trees:
   // maximum growth before death, -1 for ever living
   float _maxGrowth = 20.0; // in RKEC 1.1 = 5.0

   // growth +- some amount
   float _maxGrowthTolerance = 2.0; // in RKEC 1.1 = 1.0

   // length of growth period to maturity
   float _growthInMonths = 40; // in RKEC 1.1 = 40


in RKEC 1.1 AND 1.2 Fodder:
   // maximum growth before death, -1 for ever living
   float _maxGrowth = 16.0;

   // growth +- some amount
   float _maxGrowthTolerance = 1.0;

   // length of growth period to maturity
   float _growthInMonths = 10;
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 19, 2018, 05:04:37 PM
sounds like you have a plan. if i follow correctly:by being 90% of the tree's life,then new trees won't appear until that much time has passed.so it would take 36 yrs before a new tree sprouts from any tree. we won't see new trees until we play maps past 36yrs. since bannies are starting in virgin forests with treees already established,trees should sprout sooner.

      also,how much have you analyzed BARTENDER's NAT DIV coding? do you know hw he made more meadow areas mixed on the start maps?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 19, 2018, 05:09:07 PM
alsois there a way we can do 2grasses on a map make fodder 1 and thatch 2 even if both function the same?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 19, 2018, 06:34:36 PM
Quote from: brads3 on November 19, 2018, 05:04:37 PM
sounds like you have a plan. if i follow correctly:by being 90% of the tree's life,then new trees won't appear until that much time has passed.so it would take 36 yrs before a new tree sprouts from any tree. we won't see new trees until we play maps past 36yrs. since bannies are starting in virgin forests with treees already established,trees should sprout sooner.

      also,how much have you analyzed BARTENDER's NAT DIV coding? do you know hw he made more meadow areas mixed on the start maps?

no it is 90% of the time to become mature. (90% of 40months). i kept the 40months and i just asked them to live 4x longer before they disappear for being useless.
and no i did analyzed anything from Bartender mod. the only thing i wanted is his fodder rolls model to replace my bad draws.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 21, 2018, 04:32:48 PM
Hi folk

A quick question
Is there any way to stop bannies walking through decorative fences?

Thankyou
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 21, 2018, 04:52:03 PM
i assume you mean ghosted. try this
http://worldofbanished.com/index.php?action=downloads;sa=view;down=294
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 21, 2018, 05:17:03 PM
Quote from: littlelamb on November 21, 2018, 04:32:48 PM
Hi folk

A quick question
Is there any way to stop bannies walking through decorative fences?

Thankyou

there is 2 kind of fences. the real one with collision. they cannot pass thru. and the ghosted one. the ghosted are only pixels in your screen and dont exists. Like ghosts they are immaterial and dont provoke a collision.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 22, 2018, 03:22:11 PM
Thanks for the reply Redketchup.  I have some more questions.

With you mod installed do the farms and plantations require fertiliser?

Is there any way to pin your RK icon so that it stays open all the time? It would be great to not have it close when I select other icons.  For example - the destruction icon.

Thankyou
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 22, 2018, 05:30:28 PM
crop fields don't need fertilizer.only the RK  greenhouses use it.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: Maldrick on November 22, 2018, 05:57:07 PM
Quote from: littlelamb on November 21, 2018, 04:32:48 PM
Hi folk

A quick question
Is there any way to stop bannies walking through decorative fences?

Thankyou

Might have a look at Necora's Empty Square mod. Pretty sure its intended use was just for this...Adding impassiblity to ghosted stuff.  He expanded it to add some other functionality, also.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: littlelamb on November 22, 2018, 06:01:44 PM
Thank you for the replies brads3 and Maldrick
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 23, 2018, 07:18:19 AM
Quote from: littlelamb on November 22, 2018, 03:22:11 PM
Thanks for the reply Redketchup.  I have some more questions.

With you mod installed do the farms and plantations require fertiliser?

Is there any way to pin your RK icon so that it stays open all the time? It would be great to not have it close when I select other icons.  For example - the destruction icon.

Thankyou


fertilizer is for the greenhouses, not for the plantations. the greenhouses.

no there is no way to pin an icon or toolbar.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 26, 2018, 08:48:19 AM
Quote from: RedKetchup on November 19, 2018, 02:24:11 PM

it refers to how adult the seeder need to be old for seeding a new tree near it.
0.9 number set to be 90% fully grown, 90% of adult.

vanilla tree:
   // maximum growth before death, -1 for ever living
   float _maxGrowth = 5.0;

   // growth +- some amount
   float _maxGrowthTolerance = 1.0;

   // length of growth period to maturity
   float _growthInMonths = 40;



Okay so this means
1) float _maxGrowth = 5.0;
A tree will grow to 5 years then die. (It would be cool if firewood only appears when a tree dies, but maybe too much work. Does firewood appear randomly then, or near trees regardless of age? it seems to appear in empty spaces)

2) float _maxGrowthTolerance = 1.0;
What does this mean? Does this mean it might grow to 6 years?

3)    float _growthInMonths = 40;
I think this would be better named Maturity and it means that's when it can seed (even though some humans seed before they are mature!)

at 90% of that age it will begin to seed. in this case for months 40-60

// re-seeding.
   bool _autoSeed = true;
   int _seedChance = 12;
   int _seedDistance = 8;
   int _seedTimeMonths = 3;
   float _growthForSeeding = 0.9;

each month there is a 12% chance it will seed. randomly up to 8squares from the parent. It will be three months before it can seed again. and .9 months before it appears as a tree on the map. Please correct any of this.

I personally think in real life, everything can seed very far, from wind and animals eating seeds and poohing them elsewhere. That's the point of the seed, to carry far. No harm having very far seeds in the game. But okay.
If I harvest everything, then nothing will grow in the center of the harvested area, it has to grow back from the edges, rather slowly because the tree or thatch must reach maturity before it will reseed.

So one strategy would be to harvest everything except one mature plant, and this would reseed the fastest, naturally.
But if I wanted to produce lots of thatch, I would need a fodder farmer who will plant fodder. I never tried one because I didn't understand what it did. Perhaps the description could read "Plants and harvests fodder"?

Flowers. Does the Florist "Plant and harvest" flowers? Description makes it seem as though it only gathers, like gatherer, not forester. If it does not plant, how can I make more flowers?

Where is the mod for using thatch as fuel?

And lastly, when I attack bears and boars, can you please make them attack back? I built a hospital but it seems a waste of space and I'd like to see it used for something. Game in general could use s a little more combat.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 26, 2018, 09:18:27 AM
1-2) yeah if =5 equal 5 years and + 1.0 would mean it could get to 6 years. and no, there is no way make something spawn on purpose when a tree die , ie. firewood or deadwood.

3) 40 month before it gets mature, which mean max graphic height. at 40 month it becomes adult.
the 90% is 90% of the 40 months, so 36 months before it can reseed itself every 3 months it has a chance (12%) up to a 8 tile away max.

again, the float _growthForSeeding = 0.9; means 36 months (90% of 40 months)


about thatch , thats simple, instead of a tree, it is a grass patch. the grass patch has the same properties as a tree with some different numbers and a different list of spawn. the fodder farmer building is exactly like a forester building but the difference, it remove trees/ores/stone/flowers/etc and plant a grass patch. and when that grass patch will be adult, it will harvest it and put another new grass patch at its tile.

florist is exactly like a gatherer hut, instead to harvest berries/onion/shrooms... it harvest flowers. Gatherers dont plant anything, so florist dont plant anything.

no need mods for using thatch as fuel, your wood cutter building has an option to make firewood from thatch ( 5 thatch = 5-8 firewood)

and no we cannot ask the bears attack. make mods is not programing a new game. we cannot change game mechanics.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on November 26, 2018, 09:32:28 AM
Thank you very much for the information.
How do I make more flowers?
If I wanted more forest food, I would grow more trees. Do flowers grow under trees so I need to make more trees?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on November 26, 2018, 10:05:45 AM
should the trees spawn new trees at a younger age,maybe 50% or less of maturirty

DON,as RED said the fodder can be bundled for the houses to burn by the vanillla woodchopper.because  i use the pine mod,i don't have the firewood scattered or spawning.i use KID's forest outpost for the Nat Div mod.this way my houses wil burn fodder without it being bundled. a workaround that works with my mod list and order.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on November 26, 2018, 11:01:55 PM
Quote from: donwolfkonecny on November 26, 2018, 09:32:28 AM
Thank you very much for the information.
How do I make more flowers?
If I wanted more forest food, I would grow more trees. Do flowers grow under trees so I need to make more trees?

you "make" flowers by placing a fodder farmer in a zone, convert it to meadows(grass) and the grass will spawn tons of flowers.

how you make "forest food" ? take a place, take all the ores, take all the stone, keep the trees, let grass to spawn a fair amount of flowers. Cut the grass, keep the flowers... you will get a gatherer hut to farm 4000 food per year. with 4 citizens, you will feed 40 citizens.

trees are not spawning flowers, nor spawing grass. it only spawns classic wild food and deadwood.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: tuggistar on December 01, 2018, 01:17:19 AM
I tested the Hunting Season 3.0 mods with RK Editor Choice-FULL version 1.11 (Bugfixed). Had the game at maximum speed on easy start level-three years on large map. Put the fisherman, woodcutter, gatherer and Hunter. Huge herds of deer roamed all over the map, along with animals from RK Editor Choice and no problems were found. MOD influenced only by the population of deer and other animals are not affected. Only Hunter hunted deer only.

You can increase the population of animals on a map of mods RK Editor Choice a bit and that with them falls as a separate mods. For those who want to separate. Problems in the game should not be the case, given what the population of deer roamed all over the map.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: taniu on December 05, 2018, 11:01:59 PM
@RedKetchup  :D I have a question, does your fashion RK Editor Choice - v 1.11light and v 1.11 Full - occur wild bees? I think you did not put them in your editor - because recently I tested for many days and finally came up with the idea to install the "Wild Been" mod since December 31, 2016 - then they appeared. I tried with mod "New Flora Gathener" - there were wild bees, but because of that your wild animals have disappeared from the forest - I have a request - can you add wild bees to the forest? - I'd be happy.? I do not know if they can be added to the editor - because there are many other wild animals and plants? Personally, I would not waste my time looking for them in other mods and would have them in one editor? - I do not know if there is also wild flax? if so, who is collecting them? I've seen blue flowers - but I'm not sure if it's flax? - there are a lot of colorful flowers.
is it necessary to add New Flore to the game - in my opinion, this is pointless? - and secondly, your Editors are great - they have a great time, only the building is missing to collect wild honey and collect wild flax - they are needed for further production - maybe you can add these 2 sections to collect flowers or grass? Cheers
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on December 06, 2018, 02:09:42 AM
i dont have wild bees yet, nor i have wild flax and wild cotton. maybe later.

i think new flora works fine. before or after rkec... i dont remember what was been said.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: taniu on December 06, 2018, 04:14:12 AM
@RedKetchup :D :D thank you for the answer ."New Flora Gathener" - this mod does not work even if it is placed at the top of the list @ KID 1293 wrote that its mod "Workplace V2" are not this not compatible with RKEC - that's why I'm very happy that later you will add wild bees, wild flax, wild cotton. I will wait patiently. Cheers
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: kid1293 on December 06, 2018, 05:23:28 AM
Hi. I think it is a conflict with NaturalResourceTree.rsc and spawning.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on December 06, 2018, 06:09:16 AM
i did a map with the new flora mods and RK.it was a while back but i do think the wild animlas worked. http://worldofbanished.com/index.php?topic=2504.0

     mine would have had the pine and pine patch mods loaded. with my setup i do give up the scattered firewood.you can check thru my notes on it.if my memory is right ,not all gathering huts would collect all items.KID's FO gatherer did seem to collect a better variety between the many mods.

as KID pointed out 1 mod different can cause chaos.using the foreever/immortal tree mod with the RK and the 1.05 version of pine mod does cause issues with gathering.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on February 22, 2019, 05:27:48 PM
I have a question. Apparently a gatherer is very efficient because it wanders around the circle around the hut and gathers food. What happens if I block let's say half of it with buildings? You might think the efficiency goes down, but they can't wander through buildings, so they aren't losing anytime there. I'm sort of thinking it might be just as efficient, and there is no reason to NOT place buildings within the gatherers circle. Up until the point which might be 50% where there's so little territory that the stuff can't grow back in time so time is wasted waiting for stuff to grow. So maybe you couldn't put 2 or 3 gatherers, but one should still do just as well as if it had the full circle. What do people think?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on February 22, 2019, 05:43:01 PM
i always put some housing near. the difference of food doesnt worth the efficacity you get if your worker live near his job.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on February 22, 2019, 06:48:07 PM
valid arguement. it should be tested. i usually use 1 gatherer. 2 doesn't double the food.they get more but not twice as much. plus then if food is low,you have a safety net for some quick supply. a shed and house near the gathering hut helps make them faster since they don't travel as far to drop off items. i think half the radius would do as well with 1 worker.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on February 28, 2019, 11:49:43 PM
I don't know where better to post this. I remember reading somewhere (can't find it) how wild animals go around city buildings, and herds repopulate. I remember hearing that you can't hunt a deer herd to extinction, that it will repopulate from zero until some max.
Is this true all heards such as bison cannot be made extinct?
What is the algorithm on repopulating? Does a herd repopulate substantially faster with 1 animal compared to 0?
Ultimately my question is, can I hunt a herd to zero, and it will grow back. Or should I try to leave one animal (and lose out on the meat) because the herd will grow back faster if it has one animal.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on March 01, 2019, 06:31:09 AM
this has changed over time.originally you could overhunt the deer.then it was changed with a patch and that was included in future versions. now RED has added more wild animals and modders can affect the number of animals. now by over hunting it might not go completely to zero,however a small herd in a corner is not going to help you mch especially with a larger map.  the more hunters per hunting cabin the more likely you would get good hunts now but next year you may find less and less.

      this does add some realism to the game.you can't over rely on hunting and fishing for your food. are the numbers too high or low is more debateable. i usually use 1 hunter per cabin and set 1 cabin between or overlapping 2 forest areas. when i send quickhunters out i wait for a larger herd.if it is only 1or 2 animals i leave them to multiply.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on March 01, 2019, 07:14:06 AM
the developper designed his game around killing 1 beast every 2 months. i personally made it up at 1 beast per month instead, but some kills gives less food if your beasts are smaller...

the numbers about regeneration of the packs look like this:

HerdDescription herd
{
   ComponentDescription _animalType = "Template\WildAnimalBison.rsc";
   int _maxAnimals = 10;
   int _minAnimals = 6;
   float _timeInAreaMonths = 2.0;
   float _timeInAreaTolerance = 0.75;
   int _grazeAreaSize = 8;
   float _reproduceTimeInMonths = 8.0;
}


from that. we can see should be between 6 and 10 animals in all time in the pack. but we know it can go down further than that and they are not freely respawning. not sure if the minimum is not really triggered or not.
and it is written it takes 8 months to get a birth.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on March 01, 2019, 08:47:29 AM
how many herds per map and does that number increase with map size?
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: donwolfkonecny on March 01, 2019, 09:42:36 AM
Okay so if I hunt a herd to 0. Then after 8 months there will be a birth so it will become 1. Then 8 months later there will be one more birth so it becomes 2.
If I hunt it to 1 then 8 months later there will be a birth so it will be 2, and after 8 months it becomes 3.
This is different from a farm animal because with a very large pasture, it will birth more than 1 every 8 months. My 30x30 bison herd generated 2400 meats last year.

But to my question, it seems it doesn't matter if I hunt it to 0, that doesn't slow it down, and I'm just missing out on a kill I could have gotten earlier without penalty. The reason I mention that is because it does not mirror reality - IRL if I hunt to 0, that herd probably will never recover. If I hunt but leave some, they will probably recover, at least much faster than 0. It would be sweet to have that mechanism, to test my discipline so I hunt but not to 0. But that may be too subtle of a thing for the game! lol
Ah, I know, you just put a penalty "If AnimalCount = 0 then TimeToBirth = 16 months"
Or maybe, "growth" is a percentage. So a herd "grows" 10% each month. Fractions could be represented by small animals. In that case a herd of 2 would grow faster than herd of 1.
Just ideas. I'm sure can't change the game this way :)

Possibly the wild animals age like the farm animals and the minimum is so a bunch don't die at once down to less than 6? Hardly seems necessary, I wonder why that was originally created.

brad why do you leave the few animals? So you don't waste your time messing with the quickhunting or because you think long term you will get more meat by waiting?

RK thanks for details! Do we know what timInAreaTolerance does? Is it tolerance to human activity such as laborers or hunters? Sometimes I have low tolerance, maybe I can raise my float.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: RedKetchup on March 01, 2019, 09:52:45 AM
the :

   float _timeInAreaMonths = 2.0;
   float _timeInAreaTolerance = 0.75;


is link to the time they stay put at 1 place and wont move up to another spot.
originally, it was set to change and move spot every 1 month. i changed it to every 2 months because when they start to move, all animations, it takes a lot of PC resources.
the tolerance is there for making some "random" happening. 0,75 = the 3 quarters of a month.
Title: Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
Post by: brads3 on March 01, 2019, 10:53:22 AM
i do use quickhunters off and on.when i do ,i send the hunter when there is a large herd.if only 1 or 2of eachypeof animal comes by,i dont send the hunter out.that has worked to boost the leather early in some games. what i have seen is there are sometimes a herd or 2 near the start,but not always. usually loooking around the maps,the start herds seem to be toward the map corners.so in early game, it will take some time for them to travel and spread out.

     1 thing that makes it harder is the map sizes. a small map is the size of a town and large CC the size of a county.hence you should have more animals. and the hunter radius vary from mod to mod but are only a small section  of the map. other thing that makes things hard to calculate with the game is the "unit 1". 1 what? is it pound,ton,portion,etc.

        RED's amimals are easier to spook. they seem to run from workers and run away from noises duue to construction.  if you are building near the edge of a forest,you can scare the animals away from the hunters.it sounds crazy but it does seem to be that way more with the RK mod.pls REd has us huntiong birds to give a chance for a lower yield. kinda like in RL,some years you would hunt squirrels and rabbitsnot just deer and bears.