World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on June 17, 2018, 08:41:47 AM

Title: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on June 17, 2018, 08:41:47 AM
RK Editor Choice - FULL version 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=436 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=436)


This mod offers:

- New ground textures : a forest one, and a grid forest one.
- New topographies : Peak's Valley, Peak's Mountains, Peak's Plains, Peak's Lakes.
- New starting conditions: Adam&Eve, HardAlternate, Shepherd, Farmer, and Gatherers.

- Fully 3D environment : Grass, Flowers, Dead Trees, Wild Food, Wild Animals, Copper, Gold, Silver.

- +37 new Crops & Orchards.
- +8 new Livestocks.
- +8 new Wild Animals.
- +7 new Remove Tools plus a Flatten tool.

- All the vanilla graphic buildings are gone, they all have been remade and redesigned.
- New buildings and new chains: Greenhouse, Stables, Water Well, Fodder Farmers, Florist, Parfumery, Cremeries, Butcher, Pond, Bakery, Windmill, Watermill, Lumbermill, Apiary, Sandpit, Claypit, Kiln, Glassmaker, OpenSky Quarries, Foundry, JewelMaker, GemCutter, CandleMaker, Lighthouse, Watertower, Cathedreal, SaltMine, OldSmokery, OldSaltery, DryShack, Malthouse, many Barns sizes, Granary, RootCellar, Barbershop, Dentist, Clinic, Bathhouse, Schoolhouse, many Specialized Market Shops, new size of Market, TradingPost for seeds and livestocks, 3 new Brick Roads.

- This mod contains : BostonHouses, BostonHouses2, ColorfulLittleHouses, CountryLittleHouse1&2, NMT30LittleHouses, NMT30 Multi-level Housing, RK Cemetery, RK Specialized Stockpiles and Covered Stockpiles, RK Vendor Carts, ColorfulLittleFences, 3 new Deco Trees, NMT31 Canal System.

- New Loading Screens and New Audio Tracks.

THANKS: I want to thanks BlackLiquid for all their support and assets. They do incredible work! I also want to thanks alot Troy for all the new lovely animals and animations, he is an awesome guy and an awesome 3D animator! and i want to thanks all the modders for all their contributions and generosity! And all the Fans and Banished players which without them, mods would be useless.... :)



ENJOY!!!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 17, 2018, 08:42:10 AM
reserved ------------
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 17, 2018, 01:09:04 PM
Can we maybe get a list of mods that are and are not compatible with this mod?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 17, 2018, 01:42:09 PM
Quote from: Willows on June 17, 2018, 01:09:04 PM
Can we maybe get a list of mods that are and are not compatible with this mod?

if you use maritime/flax?? and you place those first... you will get error with the townhall unless you build the lighthouse first.
everything is compatible but you always need to put RK Ed first in the list because only one mod rules the map out!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Goblin Girl on June 17, 2018, 02:25:08 PM
This is so exciting!  I just installed it, and as soon as the game loads I'll be throwing myself into this beauty.  Thanks for making it for us!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 17, 2018, 09:48:08 PM
anything different than the beta 13?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: wiscoke on June 18, 2018, 12:35:45 AM
Thanks for this great mod!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 18, 2018, 01:06:47 AM
Quote from: huyle on June 17, 2018, 09:48:08 PM
anything different than the beta 13?

yes, the animal livestock/wild life is complete now !
+ new starting conditions.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 18, 2018, 02:38:55 AM
@RedKetchup . i notice that after you change hops from crop to orchard, it become edible food, should it be inedible?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 18, 2018, 02:55:20 AM
Quote from: huyle on June 18, 2018, 02:38:55 AM
@RedKetchup . i notice that after you change hops from crop to orchard, it become edible food, should it be inedible?

it isnt food, it is:
RawMaterialFlags _flags = Health;
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: LadyMarmalade on June 18, 2018, 01:45:36 PM
@RedKetchup - spent the past couple of hours playing the new update and its fabulous. I love the new creatures! Great piece of modding. Thanks so much for all your hard work!

There's one little thing tho that I wanted to ask - I meant to ask when the original RKEC came out - when you redid all the basic houses , tailor, storage barns, Town Hall, etc with the option of the smart new black rooves - was there a particular reason why the Blacksmith didn't get the same makeover?  It doesnt effect gameplay obviously it's just strange to me that everything else got the black roof option?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 18, 2018, 01:51:33 PM
bah i wanted to not have everything with same roof, to make a bit of change. the vanilla game has mainly 2 kind of roof, maybe 3...
i didnt want to have all with same roof.

i tried mainly to put housing with the black one, and job places with a brown one.
but the brown one doesnt look as good all the time :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: LadyMarmalade on June 18, 2018, 02:19:08 PM
and that is totally your Creators Perogative!! 

I will just deal with my OCD! lol
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 18, 2018, 04:43:47 PM
can you bring back the 2.04 tarven model with brick-upgrade?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 18, 2018, 04:56:51 PM
not sure @huyle  :P that doesnt fit my plan, not at least not in RK Ed. maybe something else ... somewhere else ^^
but the new tavern has same look as old tavern and has a bit of brick :P
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Kristahfer on June 18, 2018, 09:22:00 PM
Just noticed that Elk meat is being stored as venison, leather is not a problem, and there is not an Elk entry in the available livestock after using Debug to add all livestock.


Am I missing something or is that on purpose? 
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 18, 2018, 10:40:52 PM
Quoteit isnt food, it is:
RawMaterialFlags _flags = Health

so the villagers consume it to increase health?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 18, 2018, 10:54:34 PM
Love the music, where did you get it/who does it?


Also, I noticed your lighthouse town hall does NOT have an option for no nomads. (shakes finger) Naughty naughty!  :-*

You also don't have a pasture. Or I am blind maybe.....but I did look!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: embx61 on June 19, 2018, 02:36:43 AM

QuoteJust noticed that Elk meat is being stored as venison, leather is not a problem, and there is not an Elk entry in the available livestock after using Debug to add all livestock.
Am I missing something or is that on purpose?


Elk is a wild animal just like deer in Vanilla so not to be kept in a pasture and that is why it not showing up as livestock in Debug.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 09:25:29 AM
Quote from: Kristahfer on June 18, 2018, 09:22:00 PM
Just noticed that Elk meat is being stored as venison, leather is not a problem, and there is not an Elk entry in the available livestock after using Debug to add all livestock.


Elks are only Wild Animals, they arent domesticated at all. they give venison and leather exactly like deers.




Quote from: huyle on June 18, 2018, 10:40:52 PM
Quoteit isnt food, it is:
RawMaterialFlags _flags = Health

so the villagers consume it to increase health?


yes they can use it to get health back in a BathHouse or a Herbalist Hut. during my researches, it was evident they were also used as an health nutrient.
if you dont have a BathHouse ON or an Herbalist Hut ON with a jobber assigned to... they cant use Hops for health.



Quote from: Willows on June 18, 2018, 10:54:34 PM
Love the music, where did you get it/who does it?

they are from Derek & Brandon Fiechter from Indiana, 2 composers who enjoy making music which transports people to mystical worlds and lands. And I strongly suggest to support them if you love what they do. They totally deserve it. !



Quote from: Willows on June 18, 2018, 10:54:34 PM
Also, I noticed your lighthouse town hall does NOT have an option for no nomads. (shakes finger) Naughty naughty!  :-*


Wait wut ? i totally have the Nomad window TAB and the nomad buttons to accept those or deny those. see screenshot.
althought i need to fix something in the graphic 3D files, i need to pull it of 1 tile away from water and fix its brown footprint.



Quote from: Willows on June 18, 2018, 10:54:34 PM
You also don't have a pasture. Or I am blind maybe.....but I did look!


i didnt remade yet a new 3D pasture (along i didnt remade yet a new 3D bridge and a new 3D church)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 19, 2018, 11:34:48 AM
QuoteWait wut ? i totally have the Nomad window TAB and the nomad buttons to accept those or deny those. see screenshot.
althought i need to fix something in the graphic 3D files, i need to pull it of 1 tile away from water and fix its brown footprint.

I should have clarified....you don't have a town hall WITHOUT the option for nomads. I don't want them constantly bugging me, and me having to stop what I'm doing, go to the town hall and tell them to go away, every 10 mins, lol. Can you make a town hall without nomads?  :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 12:14:14 PM
the LightHouse is something that can be seen from hundreds of miles around... it is certainly attracting alot, really alot ^^
this is why i did it that way ...

now maybe make a patch to put ontop ?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 19, 2018, 12:39:43 PM
Might be a nice addition/option, if you don't mind! :)

Otherwise, I love this mod!! Great work and thank you!!
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 12:44:50 PM
Quote from: Willows on June 19, 2018, 12:39:43 PM
Might be a nice addition/option, if you don't mind! :)

Otherwise, I love this mod!! Great work and thank you!!

cause it cannot be an "option" in game like we do ... "F" variants....
and offering 2 differents "LightHouse" in the toolbar... it is not desirable neither. (i am not sure if immigrant code can be take out of the townhall code... (like we cannot delete boats merchant from the TP UI) :P )



so .... send me a PM in couple_days / week if i didnt made a patch yet
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: brads3 on June 19, 2018, 01:39:53 PM
most of KIDD's townhalls don't attract nomads. they come with a piece to add that is separate that will bring nomads.he has several options with the immigration split apart.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 01:50:58 PM
depend, you can totally hide the nomad tab like i totally hide the trades tabs in the warehouse "TP UI". hiding doesnt mean it doesnt exist, you can just not seeing the tab.
and you can ask to delay the immigration for 100,000 years ^^
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 19, 2018, 04:15:59 PM
does the town hall attract nomad? or only the light house can do it? (the town hall in vanilla toolbar)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 04:18:43 PM
Quote from: huyle on June 19, 2018, 04:15:59 PM
does the town hall attract nomad? or only the light house can do it? (the town hall in vanilla toolbar)

both will attract nomads :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 19, 2018, 04:22:12 PM
i am gonna postpone the live 1.0 for a day, i am trying to draw a New Church real quick .... quick is a big word ^^ cause it takes hours and hours to make something as big ^^
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Kristahfer on June 19, 2018, 04:40:26 PM
Thanks for the response on Elks.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 20, 2018, 12:47:05 PM
Here is an idea. How about a "Gardener" who will plant flowers in an area, for the perfumery. More productive than the Florist. Like the forester plants trees.

Just a thought. Having fun so far with the mod!!  :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 20, 2018, 02:38:56 PM
Quote from: Willows on June 20, 2018, 12:47:05 PM
Here is an idea. How about a "Gardener" who will plant flowers in an area, for the perfumery. More productive than the Florist. Like the forester plants trees.

Just a thought. Having fun so far with the mod!!  :)

i dont know, maybe i can think about it...
need to know, and to notice, the flowers looks bad without the grass part around it.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 20, 2018, 02:41:37 PM
Maybe the Gardener can plant both flowers and grass?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 20, 2018, 02:58:08 PM
Quote from: Willows on June 20, 2018, 02:41:37 PM
Maybe the Gardener can plant both flowers and grass?

but fodder farmer already plant grass which spawn flowers very quickly....

did you tried the fodder farmer building ?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 20, 2018, 03:35:58 PM
No....I could check that out tho. Thanks!  :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 20, 2018, 11:49:23 PM
@Willows indeed, the florist building is useless, fodder farmer will plant flower and any forester work in that area can collect flower
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 21, 2018, 01:52:52 AM
Yeah, it works out ok with the fodder farmer. I was attempting to create a little walled 'plantation' like, with the perfumery and maybe florist, surrounded by a field of flowers, but walled in to look neat. 


I also found out the goats don't give leather.  :( All that nice goat skin going to waste. sigh.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Nilla on June 21, 2018, 02:38:33 AM
Quote from: huyle on June 20, 2018, 11:49:23 PM
@Willows indeed, the florist building is useless, fodder farmer will plant flower and any forester work in that area can collect flower

I don't agree. The florist isn't useless. You are however correct, when you say, that the fodder farmer plants and harvests flowers as well, but if you add a florist to the same area, you get more flowers and, what I found more important, more fodder form the fodder farmer.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 21, 2018, 02:59:03 AM
I don't see how you get more flowers with the florist. They don't plant flowers, they just harvest them....???

And, Red, I'm shocked!! NO ONION SEEDS??? The traders don't have them! No onions...!!  ??? :o
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 21, 2018, 07:27:28 AM
the flower, is it supposed to be planted in the glass house or on the field?
(https://worldtoptop.com/wp-content/uploads/2014/04/tulips_field_netherlands_3.jpg)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Nilla on June 21, 2018, 07:39:47 AM
Quote from: Willows on June 21, 2018, 02:59:03 AM
I don't see how you get more flowers with the florist. They don't plant flowers, they just harvest them....???

And, Red, I'm shocked!! NO ONION SEEDS??? The traders don't have them! No onions...!!  ??? :o
You do get more. A fodder farmer picks everything; flowers and grass, a florist picks only flowers and have time to pick, if not all, then at least a big part of the flowers that grows in that area. A meadow is different from a field; only a part of what grows is actually harvested. And if most of the flowers are gone, the fodder farmer can pick more grass instead. Pure logic. ;)

I think Red wants the onions to grow in the forest. If you have both; crops and wild plants, you must chose, if the field gives a ridiculously high harvest or the amount in the woods would be very small. But he can answer best himself.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Abandoned on June 21, 2018, 08:42:07 PM
Very nice mod @RedKetchup and good selection of choices to start.  I played the full version for a couple of years with no problem.  It ran fine on my laptop using a small map.  Everything looks very good.  :)  Nice music too.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 22, 2018, 12:08:25 AM
sweet i am happy to hear :)
put alot of time so it can run easy on small laptop :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Abandoned on June 22, 2018, 05:08:57 AM
 :) great job, thank you
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: The Pilgrim on June 22, 2018, 05:50:04 AM
 Red, I have come across a problem. Something changed the way hunters work when you changed the animals. I tested it pretty thoroughly and the problem only happens when this version of the mod is active. All of the hunters, except the watch tower are collecting, on average, less than 300 meat per year, and less than 10 leather/fur. At least a third will go a full year and catch absolutely nothing. This is effecting any hunter that uses a radius (again your watchtower works well as it doesn't have a radius.)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Willows on June 22, 2018, 06:53:55 AM
Playing the new Swamp Thing by Kid.....and I miss your diversity of animals!!! Lol....hope you release both the wild and pasture animals as a separate mod soon!!  :-*
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 22, 2018, 07:19:28 AM
because 2 packs are out : wolves (leather only) and foxes (fur only) cause i didnt got meshes and animations for those. maybe later they can return if Troy makes me one.


the numbers of packs are more balanced and it is done to make sure it runs more smoothly. You cant just put down hunters hut everywhere and think they will produce crazy everytime. You need to check and evaluate where to put them now :)

the food number overall have been lowered, meat also got their share cut :)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 23, 2018, 01:05:21 AM
@RedKetchup i wonder is there any food refining building that make less output quantity than input quantity?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 23, 2018, 01:22:07 AM
Quote from: huyle on June 23, 2018, 01:05:21 AM
@RedKetchup i wonder is there any food refining building that make less output quantity than input quantity?

should not unless i missed something. you are paying a new building, you hire one or many citizens time to make something, then it should pay off somewhere.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 23, 2018, 06:50:38 AM
@RedKetchup , yeah, and i just realized that the [CC] dairy house produces more value but less quantity. i ran it for over 100 years, and i think i just wasted a ton of milk
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Nilla on June 23, 2018, 07:06:17 AM
CC has a lot of these production buildings, but you'll not find any in Red's mods. :)
(I always check numbers and have never seen any "loss making" buildings in his mods)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 23, 2018, 07:43:37 AM
and anybody know how many resource can be claimed when we destroy a building? is it a constant number of the game?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: embx61 on June 23, 2018, 08:38:13 AM
@huyle


Half of the resources used to build the building are given back.
It is hard coded so cannot be changed by a mod AFAIK
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 24, 2018, 09:29:30 PM
seems like this full release isnt compatible with the old nmt 204
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 24, 2018, 11:45:27 PM
Quote from: huyle on June 24, 2018, 09:29:30 PM
seems like this full release isnt compatible with the old nmt 204

bah it will turn red... but not 100% compatible. first nmt2.04 is a very old mod and it doesnt like the new limit flags cause it has been made a long time before we got that feature.
secundo, the canal have to be deleted. outdated with no moving water. also it will lead to a crash if you try to click on those old canal icons.

you need to wait a 1.0.7 update on this.
but you can still use 30% of that mod if you place it below RK Ed
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 25, 2018, 12:30:59 AM
@RedKetchup i tried to run it with the old nmt 204, and the game crashed instantly. last time it still run properly with the beta 13. the only reason why i still want to play the nmt 204 is the brick-upgrade building (corner house, tailor, blacksmith and tarvern)

//wait wait. i cant even run the mod separately, i will try to record a video about it as soon as possible

dmp file https://drive.google.com/file/d/1P9YWlvaqlBP5N79vJIK9AxMzX3Oc_fbP/view?usp=sharing
(http://sv1.upsieutoc.com/2018/06/25/1---Copy.png)
(http://sv1.upsieutoc.com/2018/06/25/2---Copy.png)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: galensgranny on June 25, 2018, 03:06:37 AM
huyle, maybe your computer is acting up a bit.  If you have not done so, try cleaning out all your temporary files, then restart your computer.  Sometimes when I get odd things happening, that helps. 
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 25, 2018, 03:57:10 AM
@galensgranny im on a trip and i dont have my PC here, im using a public computer, but the game folder is from my USB, and im scared this shit will happen on my PC too :(
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: galensgranny on June 25, 2018, 08:36:53 AM
Being as you are on a public computer, don't compare it to how it would be at home with your own PC.  I would wait until you are at home, then, to play with the new mods.  Public computers have different security setups, ways they have other systems set up, plus are probably bloated with temporary files from all the many users.  If that public computer gave that DX diag window, there is something with how that public computer is set up. 
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 25, 2018, 09:44:28 PM
@galensgranny the problem is solved when i run the game with administrator. im suprised that even a mod can effect the system OS and require a administrator run
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: galensgranny on June 26, 2018, 03:25:52 AM
Quote from: huyle on June 25, 2018, 09:44:28 PM
@galensgranny the problem is solved when i run the game with administrator. im suprised that even a mod can effect the system OS and require a administrator run
@huyle, the mod is not responsible for needing to run the game with administrator rights.  That could not be possible. There is no way for a mod in a game to make requirements for Windows operating systems on computers.  Did you play Banished on that same public computer that same day without that particular mod and could play without any problems or without needing to run the game as "administrator"?
I am glad you got the problem solved.

Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 26, 2018, 04:42:37 AM
@galensgranny everything is fine with other mods. i think this problem isnt sovled properly yet, a minute ago, i run the game in another public computer (not the same computer i played few hours ago), i successfully started a new game without "run as administrator". then i tried to load the saved game and it crashed. once again i run the game "as administrator" and successfully loaded the saved game. tho i still not clearly solve the problem, but im sure i can only play the mod after run the game "as administrator" at some point
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: Goblin Girl on June 26, 2018, 06:27:27 AM
I agree that this is a "feature" of the public computer's network setup.  Honestly I'm surprised they haven't locked you out of admin access--and the fact that they have not suggests to me that their network setup is wonky.  Really, if they knew what they were doing, they wouldn't allow you to run any executable files from a USB at all.  That's a great way to install malicious code on a network.

I've been playing this game since the day it was released, with and without all sorts of mods, including everything RK has released.  I have never had the game ask for admin access when I play it, but my computer does ask for it when I plop a new mod into the Windata folder.  So, perhaps that is what is triggering the request.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 26, 2018, 07:57:42 AM
@Goblin Girl the game doesnt ask for admin access, just a normal crash pop up when i load the mod. i know some programs never require an admin access, but they still recommend me to run it "as administrator"
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: adelegarland on June 26, 2018, 12:01:44 PM
Hello All!
I am playing with Red's Editor's Choice and many other mods and have a hard time remembering which tailors and Blacksmiths make which clothes and tools.  SO - I made a list!
Here it is, I printed it out and keep it by my computer as a "Cheat Sheet".  I hope it helps!
8)
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 26, 2018, 12:06:36 PM
haha thats really an exhaustive list ! people have so much choices for this game !
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: brads3 on June 26, 2018, 12:35:20 PM
nice. i started a list before of various buildings by build requirements and storage capacity for barns.realized it was going to be a huge list and the modders keep changing and adding to it,LOL.many mods don't have all of the info in the scrollover window. i have the same memory as you when it comes to the blacksmiths,bakeries,etc.
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: huyle on June 30, 2018, 07:52:18 PM
@RedKetchup will you ever make a new model for pasture, or a bare pasture like the pasture in [CC]?
Title: Re: RK Editor Choice - Release Candidate 1 - FULL
Post by: RedKetchup on June 30, 2018, 09:29:42 PM
Quote from: huyle on June 30, 2018, 07:52:18 PM
@RedKetchup will you ever make a new model for pasture, or a bare pasture like the pasture in [CC]?

i totally redid and updated the vanilla pasture in RC2 (as well as the vanilla church) and i added a fenceless pasture that can be set on hills/mountains
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on June 30, 2018, 09:54:20 PM
Release Candidate 2 available !!!!

Warning !
You need to destroy all vanilla church (easy to do) and all vanilla pasture (hard to do) before upgrading your version from RC1 to RC2.
sorry.

Moved the MaltHouse Icon to the RK resource toolbar.
Changed tool tip of Remove Iron to Remove Iron Ore.
Made bigger the production window of the Blacksmith to show 4 items.
Fixed typo error in the foundry.
Fixed typo error in Boston Houses 2.
Fixed bug of small icon of Goat Meat not showing in the trading posts.
Fixed icon of NMT Little Housing.
Changed the starting list of livestock in Shepherd start.
Added a stockpile at Shepherd start.
Fixed order of the NMT Multi Floor icons.
Added a new mesh to replace the vanilla Church.
Added a new mesh to replace the vanilla Pasture.
Added a new fenceless pasture that can go on normal/hills/mountains ground.
Changed the pasture size allowed from 20x20 to 30x30.
Added a tool recipe to directly use the iron ore.
Added a flour recipe from [CC] Rice.
Fixed issue with canal mills which were taking 20 material instead of just 16 to craft flour.

Enjoy !!
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: huyle on June 30, 2018, 10:55:08 PM
@RedKetchup SWEET! cant wait to try it.
your mod is getting better i think i dont need the [CC] any more
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: brads3 on June 30, 2018, 11:18:06 PM
good timing,RED. the tool change from rough to iron tools using iron ore,will that affect other mods since it replaces rough tools?
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on June 30, 2018, 11:38:06 PM
Quote from: brads3 on June 30, 2018, 11:18:06 PM
good timing,RED. the tool change from rough to iron tools using iron ore,will that affect other mods since it replaces rough tools?

no it is exactly the same tool. it just has an higher price overall. per 1-2 tools created, you lose 1 iron ore to compare the basic blacksmith 1 iron bar + 1 1 wood. of course, it is set by the fact the iron bars created by the BS is 3 ores per bar. if you compare the Foundry which is 2 ore for a bar, you will lose 2 ore.

it is not destined to be the main recipe, it is an helpful urgency recipe (urging to make iron tool without going to smelting process)
;D
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: tuggistar on July 01, 2018, 02:59:07 AM
Thanks for the release of the new version. And a special thank you for the new recipe with tools. :) Just in banished I play mostly in Hard Mod for a Better call.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 01, 2018, 03:12:21 AM
Quote from: tuggistar on July 01, 2018, 02:59:07 AM
Thanks for the release of the new version. And a special thank you for the new recipe with tools. :) Just in banished I play mostly in Hard Mod for a Better call.

welcome :)
remember, need to destroy the vanilla churchs and pastures to be able to update saves games with the RC2.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: huyle on July 01, 2018, 09:09:34 AM
i think the bath house should have a herb limit, so the worker can do some other job, like the herbalist
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: taniu on July 01, 2018, 06:11:27 PM
@RedKetchup :D :D :D Thanks for the release of the new version
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: taniu on July 01, 2018, 06:41:16 PM
I have tested a little v1 and it is true that you can breed 2 types of ducks, if someone loves a lot of greenery and green color, it can play the beginning easy with the "Lush and Green" mod, you can also breed wild game deer and black grouse
deer - https://banishedinfo.com/mods/view/273-Deer-As-Livestock
Black Grouse. pkm - The North 6 - Tom Sawyer page 19
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: brads3 on July 03, 2018, 02:49:20 PM
RED with all that you added how did you get the file size smaller? i am showing about half the size of the older version.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 03, 2018, 02:54:50 PM
Quote from: brads3 on July 03, 2018, 02:49:20 PM
RED with all that you added how did you get the file size smaller? i am showing about half the size of the older version.

the maximum compressed .zip or the real .pkm is half of the size ??
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: brads3 on July 03, 2018, 02:59:16 PM
new file is 280,477 kb, old is 581,467.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 03, 2018, 03:05:52 PM
euh... i just gone to page one and click on the link, and started the download from google drive. the . zip is : 273MB (287 207 962 bits)
i am unzipping it and i get a RKEditorChoiceEdition.pkm of 624MB (654 600 164 bits)
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: brads3 on July 03, 2018, 03:10:00 PM
sorry RED,when i unzipped it it did change the file size.my mistake
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 03, 2018, 03:14:02 PM
Quote from: brads3 on July 03, 2018, 03:10:00 PM
sorry RED,when i unzipped it it did change the file size.my mistake

some people when they are .zipping it use the fastest compression with no % gain.
i personally have a monster as PC and i always use the slowest compression but the most %%% gain :)
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: zak4862 on July 04, 2018, 02:17:43 AM
Hi Red!
While playing with your mod I start to produce silver bars. I noticed that silver bars are stored only in  a storage barn not on a stock pile.
So now I am not sure is that ok or is there something wrong. If this is ok you should maybe consider to make a vault or something
like that for storing of precious items. Thanks for your answer.
      Regards   zak4862
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 04, 2018, 04:51:47 AM
let me see....

silver bars are Custom1 which is " Forged " and ya forged is stored in a barn. (precious too is in a barn)

the only ones which are allowed in stockpile are wood, firewood, iron, stone, minerals, material, industrial,  and construction.
none of these really fit for a silver bar. gold bar are the same, forged.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: zak4862 on July 04, 2018, 07:30:51 AM
Thanks again for your answer. I have one more question or sugestion for you to consider.
Is there any chance that you would add your second roof texture option (Fkey) to all buildings? Some of them
looks allmost black in the game and for me that is to much dark.
    Regards    zak4862 :-[ :)
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 04, 2018, 01:47:18 PM
how comes it is much darker in your game than our game ?
it is possible the settings of your monitor arent by default ? did you tried to add a little bit of brightness in your monitor settings ?

i just edited the .png and gave +20 light to make sure to help... but you will only see in the next download.
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: zak4862 on July 04, 2018, 02:07:11 PM
Thank you very much! I will do/check both.
      Regards    zak4862  :)
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: zak4862 on July 04, 2018, 04:25:05 PM
Hi again Red!
You are the king!
Much,much better for me. Before it was allmost black, now its like nice dark brown with a  touch of grey.
Again thank you very,very much for your work and time.
       Best regards   zak4862  :o :)
Title: Re: RK Editor Choice - Release Candidate 2 - FULL
Post by: RedKetchup on July 04, 2018, 05:32:14 PM
welcome ! because it is strange that for us it was ok and not for you.
happy you've got a better settings for your monitor.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 04, 2018, 06:08:44 PM
RK Editor Choice - FULL version 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=436


Available !!!!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 04, 2018, 06:28:20 PM
The full version has been uploaded to Steam Workshop :)

https://steamcommunity.com/workshop/filedetails/?id=1431789505 (https://steamcommunity.com/workshop/filedetails/?id=1431789505)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: tuggistar on July 05, 2018, 04:34:21 AM
Redketchup Congratulations on your full release of this cool mod. Now it is in my list of mods will always be the first. :)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 06, 2018, 02:31:56 PM
Awesome work! I'll go download from Steam now. I'm looking forward to playing this mod. I'm in the middle of another game but it's tempting to leave that and try out something new ;)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 09, 2018, 05:30:24 AM
Just wanted to say that the map looks gorgeous with all the flowers, and the little hidden birds' nests etc etc. Really nice job, Red! thanks :)  Enjoying the music, as well.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 09, 2018, 07:06:13 AM
good :) i hope you will enjoy it long time :)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 10, 2018, 07:45:54 AM
@RedKetchup hello RK, do you think that players dont have many choices for housing in first year? since most of your houses require lumber to build? can you add 1 more house that only require log and stone? a house that has same cost and heat value as a wooden house, but can it fit under multifloor, and an upgrade option?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 10, 2018, 10:46:21 AM
Quote from: huyle on July 10, 2018, 07:45:54 AM
@RedKetchup hello RK, do you think that players dont have many choices for housing in first year? since most of your houses require lumber to build? can you add 1 more house that only require log and stone? a house that has same cost and heat value as a wooden house, but can it fit under multifloor, and an upgrade option?

but you can have lumber in first year !

when you start a map, what you build ? do you build a cutteryard to get firewood in the first winter ?, why not build a lumbermill instead ?
lumbermill can also take care of your firewood when needed and get your lumber for housing. it is even an advantage to only use lumber, you save trees !!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 10, 2018, 11:00:00 AM
@RedKetchup  wait wait, ive never realized that the lumbermill can make firewood, how foolish i am :((
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 10, 2018, 11:57:08 AM
Quote from: huyle on July 10, 2018, 11:00:00 AM
@RedKetchup  wait wait, ive never realized that the lumbermill can make firewood, how foolish i am :((

in fact, lumbermill is a very health green habit. if you cut down 8 trees to get 24 logs (2-3 logs per tree) you can build an house that require 24 logs.
now with the lumbermill change to take care of firewood too.....
you can cut down 8 trees to get 24 logs, and have lumbermill process it, you get 72 lumber.... with 72 lumbers, you can build 3 houses that require 24 lumbers.

it is a very healthy habit to get


Build your Lumbermill today and help us to save a tree !!!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 11, 2018, 08:52:13 AM
@RedKetchup how about the corner house?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 11, 2018, 09:39:45 AM
Quote from: huyle on July 11, 2018, 08:52:13 AM
@RedKetchup how about the corner house?

they are coming :)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 11, 2018, 10:22:31 AM
@RedKetchup wow very nice, i spend the whole day finding some house mods, but i can't find anything better than yours
i remember that in the old version, those corner houses are 1 tile bigger than the row houses, did you make it on purpose? and also will you bring back corner blacksmith/tailor/tavern?

(http://i.imgur.com/hAmkUfO.jpg)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 11, 2018, 10:48:21 AM
i dont know anymore if i did that on purpose or it was miscalculations....


the ones (screenshots) i posted, the have the same "depth" as the RK Ed multilvl which is 4+1 tiles depth with the road.
yes a;most all commercial buildings will have a corner one.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 11, 2018, 11:47:24 AM
@RedKetchup but when you build the 2nd and 3rd floor, it will be 5x5
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 11, 2018, 12:24:18 PM
Quote from: huyle on July 11, 2018, 11:47:24 AM
@RedKetchup but when you build the 2nd and 3rd floor, it will be 5x5

thats the problem when you are trying to do some overlap  >:( so much complicated


so the 1st floor should be 3x3 ? 2nd floor 3x4 ? and 3rd floor 4x4 ?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 11, 2018, 02:46:20 PM
I'm enjoying the full RK Ed mod so far. I'm year 23 with a comfortable population of 66 (hard start) with a steady supply of all the essentials. I'm curious about a few things with the mod-
What is your plan for Furnace Fuel? It appears the production chain I am used to will not work with this mod, and I should just mine coal?
I have a lot of fodder! Is there a later use for fodder than I just have not found yet?
It looks like the Hunting Blind has changed. (Is that CC or vanilla?). Have you just lowered production rates? Or how has it been altered?
I have a bit of silver and gold ore sitting in my warehouses and am tempted to make bars for trade (they are worth a lot!) but is there a better later game use for them with the jewellery etc?

And a comment, for those of us playing on large monitors, your loading screens are very low resolution. Are they screenshots on your end?

Thanks for the comments above about the lumbermill. I have actually only built the vanilla stone houses so far because I thought the NMT homes were too costly to build early-game. I'll give the lumber a try.
thanks!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: brads3 on July 11, 2018, 03:27:33 PM
the duckblind is from CC. i have adjusted mods with it and get mixed results,goes from overpowered to way low. i don't have a solution except that RK now has its own ducks. i prefer using coal instead of the furnace fuel.it does save a step.that chain was CC also. i have a multi-mine and quarry that will give coal while mining iron and stone.
        there is jewelry to use the fems and silver or gold. with the right mod set up ,you can make  pfenning and us it per the CC company chart or bootlegger traders and the fort parts as well.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 11, 2018, 03:56:31 PM
i am not planning to add furnace fuel, or at least, for the moment. the whole tree would be needed to be examined and i found CC has made it too much OP. when with one tree you can heat 10 houses for months......

and about fodder there is already an option available : the woodcutter can take those fodder and make firewood with it. you need to open the menu of the woodcutter to see all 3 options it has.

yes all food production have been altered and a shift has been initiated to tier 2 food which most often double your quantities through extra process. this is why all the raw meat have been lowered a bit, but overall you have more. we need to keep the balance and not get too much food with all the process. i dont think 1 citizen working a year and feeding 50 citizens/year is healthy.

yes silver and gold bars are valuable, but combine those to gem and GemCutter/JewelMaker and you will get an awesome income.

about the screenshots during loading. usually the original screenshot have better resolution than the game use. when i do a screenshot, it has 1920x1080. but it is too big for the game is really using. i need to resize/crop them to 1600x900. thats the size of the original in game loading screens.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 11, 2018, 08:24:30 PM
@RedKetchup
Quotethats the problem when you are trying to do some overlap  >:( so much complicated


so the 1st floor should be 3x3 ? 2nd floor 3x4 ? and 3rd floor 4x4 ?
i think 3 houses stack up in 4x4 size is pretty OP
how about a single 4x4 - 3 floors high building, it can be a hostel or a BIG blacksmith/tailor/tavern which can assign up to 5 workers and have a bigger inventory
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 11, 2018, 10:50:24 PM
Quote from: huyle on July 11, 2018, 11:47:24 AM
@RedKetchup but when you build the 2nd and 3rd floor, it will be 5x5

I just made a visual screenshot to help understand.

in fact the 1st floor should be 4x4, the 2nd floor 4x5 and the 3rd floor 5x4. and it should do a "L" or "V" pattern.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: Jando on July 13, 2018, 07:47:44 AM
I'm about to start a new map with this mod as well, awesome job, Red, thank you very much! Much appreciated indeed!

I'd like to use a real ageing mod too, any recommendation for which one would work nicely with this mod? Thanks in advance.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 13, 2018, 12:29:05 PM
they will all aging mods work good with...
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 14, 2018, 04:36:44 AM
@RedKetchup i think the wildfowl make the hunter less effective, as i read on banishedinfo, they said that the number of deer can be hunted is limited (6), so if the hunters kill 3 ducks and 3 deers , it will reach the limit but it give less food than 6 deers. and also the wildfowl give no leather
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 14, 2018, 06:08:11 AM
no, it was 6 (1 kill every 2 month) but i changed it to 12 (1 kill every 1 month) to compensate
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 18, 2018, 03:09:51 AM
@RedKetchup can you increase the maximum number of worker/1 pasture? 2 arent enough for 30x30 pasture
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 18, 2018, 03:22:12 AM
Quote from: huyle on July 18, 2018, 03:09:51 AM
@RedKetchup can you increase the maximum number of worker/1 pasture? 2 arent enough for 30x30 pasture

how many ? 3 or 4 ?
it is written:

WorkDescription work
{
   int _defaultWorkers = 2;

   bool _allowCountChange = true;
   int _minWorkerCount = 1;
   int _maxWorkerCount = 2;

   int _maxArea = 400;
   bool _scaleWorkersWithSize = true;
}


so i guess 30x30 = 900 tiles, divided by that maxarea400 it gives 2.25
probably 3 workers should ok ?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 18, 2018, 05:59:04 AM
@RedKetchup i dont know if your pasture work like [CC] pasture, as i tested with [CC] pasture, the more workers i put in the pasture, the faster animal breed. but im not sure if the pasture has a limit itself, maybe i should start testing it again
Title: Re: RK Editor Choice - FULL version 1.0
Post by: schueler on July 20, 2018, 07:28:27 PM
Hello RedKetchup,

I tried to modify Game/Terrain/Valleys.rsc to create a less hilly terrain. It works. However, I'd like to see the default grass
texture on the map. I reckon WeakMaterialInstance _terrainMaterial = "Terrain/Terrain.rsc"; does refer to your custom texture and not the
default one anymore? Which WeakMaterialInstance should I refer to, given I'm using your Editor's Choice mod?

Merci!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 20, 2018, 08:02:45 PM
Quote from: schueler on July 20, 2018, 07:28:27 PM
Hello RedKetchup,

I tried to modify Game/Terrain/Valleys.rsc to create a less hilly terrain. It works. However, I'd like to see the default grass
texture on the map. I reckon WeakMaterialInstance _terrainMaterial = "Terrain/Terrain.rsc"; does refer to your custom texture and not the
default one anymore? Which WeakMaterialInstance should I refer to, given I'm using your Editor's Choice mod?

Merci!

in my mod terrain/terrain.rsc still refer to the Terrain\TerrainGrassTexture.rsc
MaterialInstance resource
{
Material _material = "Material\Terrain\TerrainMaterial.rsc";
Texture _textures
[
{
String _name = "grass";
ImageBuffer _texture = "Terrain\TerrainGrassTexture.rsc";
}
{
String _name = "dirt";
ImageBuffer _texture = "Terrain\TerrainDirtTexture.rsc";
}
{
String _name = "rock";
ImageBuffer _texture = "Terrain\TerrainRockTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}


thats the valleys.rsc itself (along with mountains.rsc that refer to another png
TerrainGenerator resource
{
StringTable _stringTable = "Dialog/StringTable.rsc:terrainType";
String _text = "Valleys";
bool _exposed = true;

// materials
WeakMaterialInstance _terrainMaterial = "Terrain/PeaksValleyTerrain.rsc";
WeakMaterialInstance _riverMaterial = "Terrain/River.rsc";
WeakMaterialInstance _lakeMaterial = "Terrain/Lake.rsc";

// size of the map
Feature _features
[
// ------ small ---------
{
...


and i gave the original grass to another one. and i just changed the name it appears at the your screen. why i did that ? because it was the only way to change the fancy animated save game demo when you launch the game. you know the fancy demo that swing left and then swing right.... ?

so your changes is probably ON but not exactly the same map you thought it was. put your mod first and check the other map... surely you can write over my changes.
if you need the original png.... i put it in attachment.


dont forget to call things inside your MyModResource.rsc file not just the /game/Valleys.rsc... but also your terrain/terrain.....
Here an example of things i can call.....
"Game/Terrain/TerrainList.rsc"
"Game/Terrain/Valleys.rsc",
"Game/Terrain/ValleysPeak.rsc",
"Game/Terrain/ValleysGPeak.rsc",
"Game/Terrain/Plains.rsc",
"Game/Terrain/PlainsPeak.rsc",
"Game/Terrain/PlainsGPeak.rsc",
"Game/Terrain/Mountains.rsc",
"Game/Terrain/MountainsPeak.rsc",
"Game/Terrain/MountainsGPeak.rsc",
"Game/Terrain/Lakes.rsc",
"Game/Terrain/LakesPeak.rsc",
"Game/Terrain/LakesGPeak.rsc",
"Game/Terrain/Marsh.rsc",
"Game/StartCondition/StartConditions.rsc",

"Terrain/Terrain.rsc",
"Terrain/PeaksValleyTerrain.rsc",
"Terrain/PeaksValleyGTerrain.rsc",
"Terrain/TiledDecals/CropFieldMaterial.rsc",
"Terrain/TiledDecals/OrchardMaterial.rsc",
"Terrain/TiledDecals/PastureMaterial.rsc",
"Terrain/TiledDecals/StorageYardMaterial.rsc",
"Terrain/TiledDecals/BuildingFootprint8Material.rsc",

"Models/NaturalResource/Ore/MaterialInstance/OreTexture.rsc",


sometimes the game wont do any changes unless it is really called ^^
Title: Re: RK Editor Choice - FULL version 1.0
Post by: schueler on July 21, 2018, 10:06:23 AM
Thanks very much. It works like a charm. :)

I didn't even require all the resources: Merely referring to PeaksValleyTerrain.rsc was enough to fix it. Other than that I have to start 100 games to get an aesthetically pleasing map ;)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: brads3 on July 22, 2018, 11:20:40 AM
RED,can we get a chart of what the climate is suppose to be? high temperatures of winter ,spring,summer and when the cold should start in the fall for different start climate setttings? i have summers that are hitting 90 degrees "f" not celcius. on fair setting.just seems warmer than it should be. thank you
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 22, 2018, 02:04:17 PM
the climate are totally vanilla number. i never edited those.

Fair.rsc :
ClimateGenerator resource
{
StringTable _stringTable = "Dialog/StringTable.rsc:climate";
String _text = "Fair";
bool _exposed = true;

// base range for temperature over the year
float _baseTemperature = 50.0;
float _temperatureRange = 30.0;
float _temperatureTolerance = 5.0;

// normal distribution range of base temperature change (biyearly?)
float _temperatureVariance = 40.0;

// chance for precip, clouds, partly cloud, sun
float _weatherChance
[
//  Precip Clouds  PartCld Sunny
0.5, 0.7, 0.9, 1.0, // early spring
0.4, 0.6, 0.6, 1.0, // spring
0.4, 0.5, 0.7, 1.0, // late spring
0.4, 0.5, 0.7, 1.0, // early summer
0.3, 0.3, 0.6, 1.0, // summer
0.2, 0.4, 0.6, 1.0, // late summer
0.3, 0.5, 0.7, 1.0, // early fall
0.4, 0.6, 0.8, 1.0, // fall
0.5, 0.6, 0.9, 1.0, // late fall
0.6, 0.6, 0.9, 1.0, // early winter
0.7, 0.8, 0.9, 1.0, // winter
0.6, 0.7, 0.9, 1.0, // late winter
]

// normal distribution range of weather chance
float _weatherVariance = 0.4;

RandomSelection _tornadoChance
{
float _years = 100;
float _population = 1;
}
}


Harsh.rsc :
ClimateGenerator resource : "Fair.rsc"
{
String _text = "Harsh";

// normal temperature swing
float _temperatureTolerance = 15.0;

// normal distribution range of base temperature change (biyearly?)
float _temperatureVariance = 50.0;

// normal distribution range of weather chance
float _weatherVariance = 0.6;
}


Mild.rsc :
ClimateGenerator resource : "Fair.rsc"
{
String _text = "Mild";

// normal temperature swing
float _temperatureTolerance = 2.0;

// normal distribution range of base temperature change (biyearly?)
float _temperatureVariance = 20.0;

// normal distribution range of weather chance
float _weatherVariance = 0.1;
}
Title: Re: RK Editor Choice - FULL version 1.0
Post by: brads3 on July 22, 2018, 04:20:19 PM
thanks RED.i have no idea why mine seems warmer than it should.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 22, 2018, 04:43:09 PM
Quote from: brads3 on July 22, 2018, 04:20:19 PM
thanks RED.i have no idea why mine seems warmer than it should.

if you have some mods further down your modlist that call those files in the Game/Climate/ folder... they will still be enable because me, i dont call anything from this folder
Title: Re: RK Editor Choice - FULL version 1.0
Post by: brads3 on July 22, 2018, 05:37:06 PM
yea,i noticed with the North enabled the climate was harsher.like a average between CC and the North.not as harsh as North by itself but not overly warm either.the climate now doesn't fit the CC even. a fair4 setting plays more like a normal mild. the only main mods are the RK and below it is the old CC NF,1.06 version.

       will do more testing and thinking after this map.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 23, 2018, 03:21:33 AM
I've been crazy busy with work and have not had the chance to play much :( but wanted to come say thanks for replying with more info, Red.  I've played with the CC Furnace Fuel production chain for so long that it's interesting to not need it!

An odd bug, but I traded for some Llamas and am not getting wool. I usually go for sheep but none arrived for years so I took Llamas instead, so I don't know if it is an unrelated glitch, but I can't figure out why I am not getting wool. I tried the new fodder pasture, I built one of Kid's fenceless farm pastures, and I tried a regular pasture, but they only give meat and bonemeal once they reach full capacity but no wool. I think when the Llama first moved into the pasture from the trading post that I got 12 wool immediately, but nothing since. Anyone else found a problem like this?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 23, 2018, 04:01:09 AM
if there is a trouble with lhama it cannot be RK Ed. it doesnt know lhama is something that can exist....
and pastures doesnt decide if something from animal drop or not. if a pasture would bug cause the placement, and the placement of the animal shelter... it wouldnt care if they are lhama or cow or sheep or chicken....
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 23, 2018, 04:50:25 AM
thanks, Red. I just played for a while and a trader eventually bought sheep. Your pasture is working fine and I'm getting wool from sheep. My bannies ended up eating all the Llamas! No idea what is causing that to not work.

And you're right about secondary food production really giving a lot of return! I am inundated with food! I built a 2 bakeries, a butcher, and smokehouse etc and I have so much food I've had to build an extra barn :)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: brads3 on July 23, 2018, 07:03:11 AM
the lack of wool is strange.i had llamas and they did give wool on a previous map. do you have another pasture mod loaded or the anti-feather north addon mod?
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 23, 2018, 07:43:42 AM
probably you've got hairless lhamas :)

(https://i.pinimg.com/originals/97/fa/3d/97fa3d60f41c21bfc5694759e84d4d67.jpg)

(https://i.pinimg.com/originals/37/c2/f2/37c2f2cd69c6e5139c49aaf7a12d766b.jpg)
Title: Re: RK Editor Choice - FULL version 1.0
Post by: rkelly17 on July 23, 2018, 08:52:18 AM
Quote from: BlueFireChelle on July 23, 2018, 03:21:33 AM
An odd bug, but I traded for some Llamas and am not getting wool. I usually go for sheep but none arrived for years so I took Llamas instead, so I don't know if it is an unrelated glitch, but I can't figure out why I am not getting wool. I tried the new fodder pasture, I built one of Kid's fenceless farm pastures, and I tried a regular pasture, but they only give meat and bonemeal once they reach full capacity but no wool. I think when the Llama first moved into the pasture from the trading post that I got 12 wool immediately, but nothing since. Anyone else found a problem like this?

I don't think that this is unique to RK Editor Choice. I had exactly the same thing happen in a CC 1.76 game. The llamas gave wool at first and then stopped. I told the citizens to eat them all and bought sheep. My memory is that this did not happen in earlier versions of CC, but I'm not positive. Maybe recent updates of llamas have introduced a bug.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: galensgranny on July 23, 2018, 01:18:26 PM
Quote from: RedKetchup on July 23, 2018, 07:43:42 AM
probably you've got hairless lhamas :)



(https://i.pinimg.com/originals/37/c2/f2/37c2f2cd69c6e5139c49aaf7a12d766b.jpg) (https://i.pinimg.com/originals/37/c2/f2/37c2f2cd69c6e5139c49aaf7a12d766b.jpg)
Ha ha!   ;D ;D ;D   Thanks for the smiles and laugh, Red!
Title: Re: RK Editor Choice - FULL version 1.0
Post by: BlueFireChelle on July 24, 2018, 03:43:52 AM
I love those hairless Llamas! I'm sorry I got the bannies to eat them now that I see how cute they are! LOL! 
I'm not sure if other mod combos would have had the same Llama-drama. For some reason I've never used them before (I really really prefer sheep) but I in this case I gave up waiting for them to arrive. I think from memory the new RK Editor tailor must have a more restrictive range of clothes?? Oh, I remember, it was reeds! I think I was having trouble getting reeds for the survival coat (do fewer spawn now?) so I wanted more fabric asap and thought the Llamas would do it.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: RedKetchup on July 24, 2018, 06:13:17 AM
i personally i dont have reeds, so my tailor wont do anything with reeds.
Title: Re: RK Editor Choice - FULL version 1.0
Post by: huyle on July 25, 2018, 03:03:26 AM
llamas in [CC] has a bug, you should download a standalone llamas mod and load it above [CC]