News:

Welcome to World of Banished!

Main Menu

RK Editor Choice Edition 1.22 FULL

Started by RedKetchup, December 24, 2018, 03:53:19 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

froggyzor

Yeah, i'm using rng farm, but even when i rise limit for mineral production (above 10k) they still don't work. In previous version the seafood farms worked fine.

RedKetchup

pearls should be :

RawMaterialDescription rawmaterial
{
   SpriteSheet _spriteSheet = "UI/RKEditorChoiceEdition4SpriteSheet.rsc";
   StringTable _stringTable = "UI/RKEditorChoiceEdition4StringTable.rsc";
   String _name = "Pearl";
   String _nameSmall = "PearlSmall";
      
   int _lowCreateCount = 2;
   int _highCreateCount = 3;
   int _weight = 1;
   int _createChance = 1;

   RawMaterialFlags _flags = CoalFuel;

   float _carryScale = 0.66;
}


CoalFuel is our Minerals flag.

if i go inside the RNG seafarm....


ConsumeProduceDescription consumeproduce
{
   Product _products
   [
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialSeaweed.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKSeaweedRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialCrawdad.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKCrawdadRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialCrab.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKCrabRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialShrimp.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKShrimpRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialOyster.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKOysterRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialClam.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKClamRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialScallop.rsc";
         ResourceLimit _resourceLimit = Food;
         String _requirements = "RKScallopRequire";
      }
      {
         ComponentDescription _produceMaterial = "Template/RawMaterialPearl.rsc";
         ResourceLimit _resourceLimit = CoalFuel;
         String _requirements = "RKPearlRequire";
      }
   ]

   StringTable _stringTable = "UI/RKEditorChoiceEdition4StringTable.rsc";

   float _workTime = 4.0;
   ToolType _toolType = Fishing;
   int _workRequired = 8;

   int _initialProduct = -1;   // -1 for all products
}

it will stop at Food and at CoalFuel since // -1 for all products


probably you have more minerals that you think.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Artfactial

Quoteyeah alot ^^

with that number, the warranty just passed out LOL
probably it has nothing to do with RKEC :P sorry

Well, it was bound to happen at some point I suppose. Thanks for the reply anyways.

I'm already planning an early Long Island settlement with a reduced mod list and family tree tracking so I can use the new goodies.:)

buster4488

Hey, have a problem with fire. 
A building caught fire in the center of my town.  Not too bothered as I had already placed several wells near by and it was near a river, but the people kept running past the 2 nearest wells going either to an inland well far away or the river (which was pretty close). 
Worse was to come... Now they had there water the people ran to the burning buildings but when they got there around half just kept running straight through the building and kept going till they reached the edge of the map.
None of the fires were put out and eventually it just burned out taking a huge chunk of my town center out, but worse, most the people who had reached the edge of the map were then stuck without a way to get back and all died of cold or starvation.

Abandoned

Wow, that is strange @buster4488  My first thought is regarding the wells. Did you place drinking wells or nomad wells instead of well for firefighting?  Why they would run through building to edge of map I have no idea, sorry.

Artfactial

@busted44788, I had this happen to me last month as well. A well was next to the burning building, yet most ran in a straight line off the map to 'get water'. Best I could find was that it actually is a Banished vanilla bug and has little to do with mods.:\
Hope not too many died, mine came back slowly after the house had burned down.

RedKetchup

the game is often bugging with this bug. the citizens panic and they run at the edge.... specially when thats their home.

i dont think something missing or what ...
Question to other modders: Do you think there is a special dummy in the .fbx that should control the fire & firefighting ?
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

buster4488

Glad everyone things it was funny  :) :) :) :) :) :)

No big drama, recovering from such disaster s is all part of the game to me  :D

Only really mentioned it in case it was RK bug, and it had never happened to me before.
If it is a "standard bug" then nothing to worry about.


kid1293

I have had similar things happen when model is not scaled.
Compiling with 1:1 models does not work, as you know.
I haven't had it for a long time.

There is no reason for it. We only have the Apiary. But no, I think no special points!
RK - Double check your points.

I think we can call it an 'addition' to the game :)

RedKetchup

Quote from: kid1293 on January 09, 2019, 01:39:12 AM
RK - Double check your points.

Quote from: buster4488 on January 09, 2019, 01:32:35 AM
No big drama, recovering from such disaster s is all part of the game to me  :D

what were the building implicated in this disaster ? and from where the fire started ?
do you think one of the citizen commited an incendiary act ?
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

buster4488

The fire started in a Wooden/Stone House and included a Market, Warehouse, Blacksmith and Taylor - All Vanilla.

The population were on 5 Heart and 4.5 Stars, so pretty happy :)

RedKetchup

i will probably disable the fire probability of all the houses, just the houses.
that way they should not panic anymore. there will still be some buildings that can burn.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Artfactial

Is such a drastic measure needed? This was the first time I even came upon it and it does seem to be a rare hickup in the system.
Having fire spare houses would take a lot of its danger away for me.:)

Kristahfer

Just noticed while using NMT3.0Series: MultiFloors for 1.0.7 Beta 3 and + by @RedKetchup that the first floor and second floor units do not have smoke coming from the chimney.  I have not checked the businesses that are first floor replacements.


Has this been noticed by anyone else?




RedKetchup

Quote from: Kristahfer on January 09, 2019, 05:46:54 PM
Just noticed while using NMT3.0Series: MultiFloors for 1.0.7 Beta 3 and + by @RedKetchup that the first floor and second floor units do not have smoke coming from the chimney.  I have not checked the businesses that are first floor replacements.


Has this been noticed by anyone else?

working exactly as i intended :)

if you put a 2nd floor on a first floor : the smoke of the 1st floor will look like if the whole house is in fire. you will see smoke getting out of the 2nd floor walls.
and we cannot ask the 2nd floor to turn OFF the smoke of the first floor.

and totally the same if you put a 3rd floor on top of that !

so.... to compensate, i made a little lantern to light up with fire when the house is occupied.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .