World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on June 17, 2018, 08:43:16 AM

Title: RK Editor Choice - LIGHT version 1.0
Post by: RedKetchup on June 17, 2018, 08:43:16 AM
RK Editor Choice - LIGHT version 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=437 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=437)

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 : NMT30LittleHouses, RK Cemetery, RK Specialized Stockpiles and Covered Stockpiles, RK Vendor Carts.

- New Loading Screens

THIS LIGHT VERSION doesnt contain these features available in the FULL Version ONLY: BostonHouses, BostonHouses2, ColorfulLittleHouses, NMT30 Multi-level Housing, ColorfulLittleFences, 3 new Deco Trees, NMT31 Canal System.
- NO Audio Tracks. It has been done for the people with a lesser computer.


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 - LIGHT
Post by: RedKetchup on June 17, 2018, 08:43:38 AM
Reserved ----------
Title: Re: RK Editor Choice - Release Candidate 1 - LIGHT
Post by: child_of_air on June 22, 2018, 11:06:36 PM
I posted elsewhere, but I wanted to know i there is any chance you could get rid of the low-res ground textures? I'd love to have this mod without the textures, as I really don't find them to my taste. Please consider it. Thanks!
Title: Re: RK Editor Choice - Release Candidate 1 - LIGHT
Post by: RedKetchup on June 22, 2018, 11:31:27 PM
the forest ground texture ?
you still can choose the vanilla one.
Title: Re: RK Editor Choice - Release Candidate 1 - LIGHT
Post by: child_of_air on June 24, 2018, 03:43:26 PM
How? If I start up a new game on Hard, I get your own ground texture. How do I select the vanilla?
Title: Re: RK Editor Choice - Release Candidate 1 - LIGHT
Post by: RedKetchup on June 24, 2018, 05:19:34 PM
you select mountain/valley/plain/lake in the first top menu (and not peak'______ choice)

and then at bottom of the window you choose hard/medium/easy/gatherer/farmer/shepherd !
Title: Re: RK Editor Choice - Release Candidate 2 - LIGHT
Post by: RedKetchup on June 30, 2018, 09:53:08 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.
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.

Enjoy !!
Title: Re: RK Editor Choice - Release Candidate 2 - LIGHT
Post by: taniu on July 01, 2018, 06:17:23 PM
@RedKetchup  :D :D :D. Thanks for the release of the new version - very fantastic mod to you can add other small mods to it. Cheers
Title: Re: RK Editor Choice - Release Candidate 2 - LIGHT
Post by: galensgranny on July 04, 2018, 11:24:38 AM
I downloaded the RK EC Light.  At first I was worried that it would be too much for my system since I also have CC Journey and a great many other mods. But, happily, it isn't taking longer to load everything than it did when I was still using RK EC 11 pre-release!   :)   

I did add as separates BostonHouses, BostonHouses2, ColorfulLittleHouses, NMT30 Multi-level Housing and ColorfulLittleFences, which are not in the Light version, but are in the Full version.  Maybe my computer would be ok with the full version, but I don't want to push things as it currently takes 10-15 minutes for the game to load with all I have in it.  All that is lacking now is the music and the canals.  Maybe someday I will experiment with the full version and see if the music and canals make more of a lag.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: RedKetchup on July 04, 2018, 06:09:41 PM
RK Editor Choice - LIGHT version 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=437 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=437)


Available !!!!
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: galensgranny on July 04, 2018, 07:35:54 PM
Is there a difference between the Light Release Candidate and this newest Light version?
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: RedKetchup on July 04, 2018, 07:41:15 PM
Quote from: galensgranny on July 04, 2018, 07:35:54 PM
Is there a difference between the Light Release Candidate and this newest Light version?

absolutely none out a little 48x48 pixels picture in your mod list window :)
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: zak4862 on July 05, 2018, 07:49:39 AM
Hi again Red!
Today I have tried your light version. I must say, that my PC runs much more smothly and game loading time have shortened (half a minute).
I have 28 mods active including yours multifloors houses, small country houses2 and colorful small houses.
Everything runs and looks perfect.
The only thing that I miss very,very much is your decorative trees.
So is it possible that you would remove from your old decorative mod just greenhouse and I think that then it may work with your EditorChoiceEdition - or not and
my conclusion is wrong? Thank you for your answer.
       Regards   zak4862  :-[ :)
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: zak4862 on July 06, 2018, 06:04:21 AM
Hi RK!
I am very sorry for bothering you about your old decoration mod. After all I didnt know
will it work or crash the game because of the two same greenhouses (probably same or similar source files and textures).Today I tried to implemented it and -
hurray ,Its working with no problems and Iam geting my precious tree decoration.
  So - again my sincerely apology.
   With best regards   zak4862  :-[ ;)
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: RedKetchup on July 06, 2018, 10:56:08 AM
great !
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: galensgranny on July 13, 2018, 12:54:09 PM
I have both RK EC light and CC Journey.  When I used to have RK EC version 11, I had lots of wild deer around.  Now, with RK EC light, and using the same map I tend to always use, almost no wild deer.  Any ideas about that?
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: brads3 on July 13, 2018, 01:26:30 PM
do you have the RK above the CC? any terrain mods or other start mods? with the RK,you should have bears.elk,and boars as well as deer. in some cases depending on mod order what happens is the RK aniimals load but are conflicted due to another mod. then you will get less animals overall since you won't have the others.   if you had only deer before you probably had the CC above the RK.

      before totally clearing the registry and overhauing the mod order,you should try a different start setting. the other mods are set to work on medium starts.starting as a farmer or other from the RK settings will stop those mods from overriding the RK.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: galensgranny on July 13, 2018, 01:47:17 PM
Well, I have a big mix of things.  My load order is:

Multi Start by Tikaszar  (so I can get 45 families to start with,
Medieval Town 2.04
RK EC light (your first version, not the official release version)
CC Journey
Compatibility Mod

I use CC's Mediterranean climate no snow start, with who ever's "Valleys", and of course, Multi-start's "large exodus"
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: brads3 on July 13, 2018, 02:09:04 PM
the old NMT ,you want below the RK. i alomst think that multi start mod is most likely the problem. try a farmer setting and see if you notice fodder, wild animals ,and copper ore.then it is trial and error,turn off 1 start mod and see if it the game will load the animals under a medium start.it is a give and take.the game doesn't let us have everything at once.  i had to disable the nat div mod.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: galensgranny on July 13, 2018, 02:46:03 PM
I will try that, Brad, but I had this set up originally so that NMT's pottery would be accepted by one of CC's buildings (house wares, I think) that I need for upgrading some CC houses.  It does not have to be pottery in the housewares building, but then what is the use of Red's NMT corner pottery shop, other than trading. 

I also don't want all that thatch and fodder all over the place.  I really don't understand it all, and it takes a while to clear everything. But, hmm, that was before I started with 45 families. 

But, I did have everything as I wanted, with my same load order, and lots of deer, before I swapped out RK EC 11 for RK EC light. 

I will experiment.  Or just sometimes only use RK EC 11.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: brads3 on July 13, 2018, 03:00:44 PM
the compatability mod for CC should fix the cross over of the NMT.won't guarantee that though.put the CC and compatability between the RK and NMT. the fodder has 2 uses. 1 to make fertilizer via a stable barn. the fertilizer is then used by the greenhouses.  houses will burn the fodder instead of firewood once it is bundles at the woodcutter. some will burn it as is. they prefer firewood or bundles though.flowers you can trade or make perfume. the NMT has some things not in the RK.  the building requirements have been changed with the RK also.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: RedKetchup on July 13, 2018, 03:56:46 PM
RK Ed do nothing with pottery. it doesnt even know it exists. so nmt below rk ed will change nothing for you about pottery.

rk ec 11 doesnt have animals, it is been added to release candidate 1.
if Multi Start by Tikaszar has files about the map generator... it will prevent you to get fodder and get wild animals. only 1 mod decide the map generator.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: banished_master on January 20, 2019, 05:56:28 AM
god amongst men!
great job cant wait to dig in.
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: Mikatoon on April 04, 2020, 10:54:28 AM
I'm very very sorry if I'm being rude and for necromancing this post, is there a version which has only partial stuff, like that has the different maps + only the replacement of vanilla building? I'm playing along with my little sister and the vanilla functions are already a lot to her, so using bakeries and other stuff  from the mod would be a very hard time for her :(  If you can give me a link or guide me how to unpack the mod and use only what I need I'd be very thankful!
Title: Re: RK Editor Choice - LIGHT version 1.0
Post by: brads3 on April 04, 2020, 12:49:55 PM
no there isn't any RK mod that will do as you say. it almost sounds as though you would rather a vanilla game that only changes textures of buildings. KID has done a few but those mods will load new icons to the toolbar not replace the buildings themself. not sure of any mod that will change textures without adding more processors or other changes to the game. new mods will add the community icon and place buildings under there.

   the only option that might help is loading an age mod and then adding older 1.006 mods. an age mod would slow the game down, since the bannies will breed and multiply at a slower pace. the 1.06 mods would add buildings to the tool bar under the main icons,so a house will be in with houses,barns with storage ,etc. if you pick and choose mods, you could avoid 1's that add production workplaces.  these can be found under the download section and then click mods. go back a few pages,you will find some original mods.

     CC has some help mods that might work to make the game easier. you can check at the blackliquid site for those.