World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: RedKetchup on December 24, 2018, 03:53:19 PM

Title: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on December 24, 2018, 03:53:19 PM
RK Editor Choice Edition 1.22 FULL

http://worldofbanished.com/index.php?action=downloads;sa=view;down=530 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=530)


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Title: Re: RK Editor Choice Edition 1.21 FULL
Post by: RedKetchup on December 24, 2018, 03:54:03 PM
<to be edited>
Title: Re: RK Editor Choice Edition 1.21 FULL
Post by: RedKetchup on December 24, 2018, 03:54:17 PM
<to be edited>
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: tuggistar on December 24, 2018, 10:36:56 PM
Update RK Editor Choice Edition is quite chic. Especially I really liked your collection NMT Docks mods.  :D

Checked with all the mods 1.0.7 from this site and CC Journey 1.76. Mods RK Editor Choice Edition at the top. Everything has started normally so far, except for the mod the Maritimes Pine Set V105. It is incompatible.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 25, 2018, 12:11:53 AM
Quote from: tuggistar on December 24, 2018, 10:36:56 PM
Everything has started normally so far, except for the mod the Maritimes Pine Set V105. It is incompatible.

a big chunk of Pine set 1.0.5 has been reworked and is included in RKEC!
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Artfactial on December 25, 2018, 03:58:50 AM
Trying to update the mod. Is it supposed to be save game incompatible or am I doing something wrong?
The mod sits at the top of the load order and I am quitting and restarting the game when trying to activate. The game crashes a short while into the loading screen.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Artfactial on December 25, 2018, 05:24:41 AM
New games work fine for me as well.
I do have a slew of other mods installed, although RK's ECE should trump them all and wasn't having problems with them so far.
Maybe it was and I wasn't recognizing it properly: I was not able to upgrade New Medieval houses and for at least 20 year now there haven't been growing any of the grasses, but this could be because of a too thickly grown forest over the past 100 years.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 25, 2018, 08:38:51 AM
Quote from: Artfactial on December 25, 2018, 03:58:50 AM
Trying to update the mod. Is it supposed to be save game incompatible or am I doing something wrong?
The mod sits at the top of the load order and I am quitting and restarting the game when trying to activate. The game crashes a short while into the loading screen.

i have a dozen of saves made with 1.11 and even started with 1.0 ... never got any problem.

when you try to load it, it should warn you about mods. first it should tell you RKEC is not the same as before. doesnt it tell you anything else ? there is not a mod that isnt there anymore ? what all the messages it gives you in the long process to load your save ?
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Artfactial on December 25, 2018, 09:02:39 AM
Well, that's just about all, it does warn me of RKEC when I try to load, no other mod is mentioned. Then, after about 30 sec. the game crashes with a message that the game's x64 .exe has stopped working.
I haven't been able to read the dump file yet.
Is there a way to see what mods the save file is dependent on? I am pretty sure that I have now only added RKEC as a variable to the previous load order.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 25, 2018, 09:10:19 AM
Quote from: Artfactial on December 25, 2018, 09:02:39 AM
Well, that's just about all, it does warn me of RKEC when I try to load, no other mod is mentioned. Then, after about 30 sec. the game crashes with a message that the game's x64 .exe has stopped working.
I haven't been able to read the dump file yet.
Is there a way to see what mods the save file is dependent on? I am pretty sure that I have now only added RKEC as a variable to the previous load order.

no there is no way to read the .dump file.
congratulations, you found the very first save that is not compatible :(

i wish to know what is inside your save and that didnt followed in 1.2.

is there a way to get your save ?
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Artfactial on December 25, 2018, 09:48:41 AM
Sure, I can send it to you, although I am still very much leaning to an error on my part somehow.
Sorry if it does indeed turn out to be an incompatibility somehow.
The file https://www.dropbox.com/s/6mptyvrnu2gq127/Artfactial-Save131.7z?dl=0 (https://www.dropbox.com/s/6mptyvrnu2gq127/Artfactial-Save131.7z?dl=0) sits at 18 mb's compressed(30mb normally), I'll write up the mods that I currently have enabled in a bit.

Alright, current load order is:
RKCE 1.2
CC 1.76
DS Globe Theatre
DS Neurbert Smith Shop
DS Thompson Trade Merchant
Nomad zero Pop
Port Royal
DS Ale House
DS Crest blacksmith
Garden walls for 1.0.7  (is this included in the RKCE?)
Kid- Gothic Deco V1.1
Kid- House Boat V1.3
Kid- Medieval Grace V1.3
Kid- Rowhouses bussiness V2.3
Kid- Rowhouses Housing V2.3
Better UI: Maps
DS Bridge Crossing
Better Stockpile Storage
Better Stockpiles
DS Bryce's Buthers
DS Chapel of St.Ernest
DS Fences and Decoration
DS Jetty & Bridges
DS Harbourough Market and Old Gramar School
DS Roads
DS Roasted Nuts
DS Small Village
DS Small Village- Homes
DS Small Village- Production
DS Small Village- Services
DS Small Village- Storage
DS Stone Bridge
DS Stone Hovvel
DS Town Houses
DS Tunnels
DS Wagon Vendor
Fruits & Veg Barn
I see Fire
Pick & Hen Tavern
Plague
Seasons FX
Stynth Tower
One Year is One Year

...ohmy.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: taniu on December 25, 2018, 01:45:56 PM
@RedKetchup :D ;D ;D
Thank you very much - you are a great moderator - we, players are very happy. There are people who are Banished enthusiasts and create new mods - that's why I like exiled so much - for me the game is a jewel - calm and has great potential - thanks to a moderated one like you this game is still fascinating - there are new mods - and you can still create new stories. Once again, thank you very much for the hard work on these mods 3 - I think you will not leave us players, and you will still be creating something new - great mods - release 3 versions! - I think - it will be more difficult to create something new, if the author "Banished" - will not issue a new "Banished2"? Cheers!




Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 25, 2018, 03:06:04 PM
Quote from: Artfactial on December 25, 2018, 09:48:41 AM

...ohmy.


yeah alot ^^

with that number, the warranty just passed out LOL
probably it has nothing to do with RKEC :P sorry
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 25, 2018, 03:06:22 PM
someone found a bug about the Dock 1x2 tiles storage. the citizens can't use it. i fixed it already, it will be in RKEC 1.2b later this week
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Settler on December 26, 2018, 05:53:23 PM
I started a new town just to see what this was like. And, well, it looks amazing! Fantastic work, RK, and a great Christmas present to us all. :)
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Skye on December 28, 2018, 12:41:48 AM
I mostly read discussions, but I just had to comment for a change and say thank you, RedKetchup, for this fantastic new mod. Since downloading it, all I want to do is find time to play Banished. :) Right now I am trying out the new dock set (on Entangled Plain terrain). All of the dock buildings are just perfect. I am not the best city builder, but I am having loads of fun and have established a thriving little dock town on a lake.

Many thanks again!
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 28, 2018, 01:37:11 AM
thanks you for the comments :)
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: Bleys on December 28, 2018, 04:30:46 PM
There seems to be a bug with the covered storage. It happened in the previous version also and I was hoping it would be fixed, so I thought I should bring it to your attention. I looked around and couldn't find any other discussions of it (although I might have missed something).

When building a bridge, the materials needed to build it just start emptying out of the covered storage until it is empty. Workers try to put it back, but it just pops right back out.

I've done some testing and it happens with all covered storage even if all other mods are removed. Normal storage works fine, so I can just use that, but I really like the look of the covered storage and hope that you guys can find a solution.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: brads3 on December 28, 2018, 05:11:07 PM
good catch. that is a super write up on it,BLEYS.there have been reports of storages emptying oddly on other mods.hopefully the way you specifically described it will hep solve them. it is quite strange that it happens when you build bridges. i take it it doesn't happen with any other building? did you delete the start pile or did you still have it for the laborers to use?
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: RedKetchup on December 28, 2018, 07:21:33 PM
Quote from: Bleys on December 28, 2018, 04:30:46 PM
There seems to be a bug with the covered storage. It happened in the previous version also and I was hoping it would be fixed, so I thought I should bring it to your attention. I looked around and couldn't find any other discussions of it (although I might have missed something).

When building a bridge, the materials needed to build it just start emptying out of the covered storage until it is empty. Workers try to put it back, but it just pops right back out.

I've done some testing and it happens with all covered storage even if all other mods are removed. Normal storage works fine, so I can just use that, but I really like the look of the covered storage and hope that you guys can find a solution.


thanks you for the precise report !

i saw on video youtube a person or 2 getting this problem in 1.11.
i totally see the bug happening, but where is the problem...this is the part i dont understand.

probably there is a bug in the game with the graphic/setup/footprint of the pasture and it triggers it sometime. because there is absolutely nothing else different with covered / specialized stockpiles. and without that feature, the covered stockpile cease to exist and will look exactly like a normal one.

nothing i can do. out of let them exist in the game so people dont crash, and turn them OFF of the toolbar so people never use them back again.
Title: Re: RK Editor Choice Edition 1.2 FULL
Post by: wiscoke on December 30, 2018, 10:18:54 PM
@Bleys  is the bridge ever build then? If yes , Will the rest of the materials be put back in the covered storage afterwards?
Title: Re: RK Editor Choice Edition 1.21 FULL
Post by: RedKetchup on December 31, 2018, 05:52:43 PM
Updated to FULL 1.21 version.


so little patch 1.21 got :

A new Dock Market 10x10
Fixed the 1x2 storage, citizens will use it now.
Fixed all Dock Set so all buildings will have now a full row of "fake roads" in front preventing the citizens to being stuck.
Fixed Wild Cotton, Wild Flax, Wild Oats, they were looking too much standing above the ground.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on December 31, 2018, 07:49:55 PM
Updated to FULL 1.22 version.


Patch notes: Fixed a 1.21 bug with Dock pieces.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: taniu on January 01, 2019, 03:50:33 AM
@RedKetchup  :D thank you very much - great mods - I like it very much. Cheers
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 01, 2019, 08:54:05 AM
Quote from: 1 on January 01, 2019, 08:21:47 AM
I like so much the forest now, its not so empty with this mod, but my game start to slow so much when zooming out on the high perspective view, my computer is too slow.  :'( Which kind of computer power is needed that the game not start to slow?

sorry >< but if you take the habit to play like me : all zoom IN 99% of the time ? :)
for sure mods that add so much good graphic goodies so we need a better computer to compare with vanilla game.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 01, 2019, 09:13:33 AM
at that particular event when you zoom in and out.... should be a more video card related lag.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 01, 2019, 09:25:19 AM
getting hard with big maps and starting to crash when it saves.... more a ram issue..
and when  loading.... time longer and starting to lag with hundreds of citizens.... more a cpu mhz thing...
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 01, 2019, 11:17:08 PM
reduce overall the size of your maps and see. maybe to can find the proper middle.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: froggyzor on January 05, 2019, 06:12:46 PM
Hi!

I have a problem with seafood farms. For the first year or so they work ok but after some time they get the production limit icon and stop working. I increased the limits but that didn't help. Building another farm also didn't help. Any idea why this is happening? is this a bug or I'm missing something?
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 05, 2019, 07:02:29 PM
seafood with a menu you choose to pickup should only worry about food.

the RNG seafood where you cant choose what to farm, this one has an extra flag because the pearls which are mineral.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: froggyzor on January 06, 2019, 03:39:14 AM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 06, 2019, 04:14:05 AM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Artfactial on January 08, 2019, 10:36:49 AM
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.:)
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: buster4488 on January 08, 2019, 08:09:58 PM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Abandoned on January 08, 2019, 08:54:30 PM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Artfactial on January 09, 2019, 12:32:35 AM
@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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 09, 2019, 01:16:45 AM
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 ?
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: buster4488 on January 09, 2019, 01:32:35 AM
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.

Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: kid1293 on January 09, 2019, 01:39:12 AM
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 :)
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 09, 2019, 01:45:24 AM
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 ?
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: buster4488 on January 09, 2019, 05:31:25 AM
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 :)
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 09, 2019, 06:49:16 AM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Artfactial on January 09, 2019, 04:59:25 PM
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.:)
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: 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?



Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 09, 2019, 06:43:20 PM
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.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Kristahfer on January 09, 2019, 08:59:13 PM
Now that is why I play and you create @RedKetchup . That idea never even entered thinking.


Thanks for the clarification and creating great mods.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Goblin Girl on January 18, 2019, 05:49:43 AM
After a number of months spent playing other games (Mostly Pathfinder: Kingmaker and Bard's Tale IV) I'm back to my favorite game.  But, I decided that I needed a change from Megamod, and also that I wanted the full RKED experience.  So, all I'm running is a couple of the UI mods from Discrepancy, RKED 1.22 Full, Colorful Little Houses, Settler's Tents, and Kid's Old Town (because I wanted a small, cheap school & town hall). 

I'm loving it!  This is the first time I've played 1.22, and also the first time I've put it above other mods so your starting conditions and everything else take precedence.  What a great job you've done, Red!  The balance is perfect.  I doubt I'll ever go back to CC.  After a few games I'll probably throw in some other mods below yours to add more housing and decorative stuff, but not right now.
Good work.  Really good work!
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: brads3 on January 18, 2019, 07:00:45 PM
a HUGE thank you to all the many players testing and reporting on this mod.very grateful for you finding errors so they can be fixed. it is a big help.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 19, 2019, 01:16:33 AM
Quote from: brads3 on January 18, 2019, 07:00:45 PM
a HUGE thank you to all the many players testing and reporting on this mod.very grateful for you finding errors so they can be fixed. it is a big help.

/agree
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: ninyaofficial on January 21, 2019, 06:00:41 AM
Discovered this mod pack from Keralis on Youtube, and I just had to get it for my own game.
Wonderful work, sir! Thanks so much.

Keralis (a city-builder gamer I watch on YT) : https://www.youtube.com/watch?v=yQQmlLu08Vc&list=PLs6cC73V4fpsNNAGR7Nn_Kk-_vL3lDYtu
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Aiendir on January 21, 2019, 07:12:26 PM
When I click on the "RK" icon, to see the constructions, it takes a few seconds and the game crashes. I only have CC Journey and RK Editor enabled. Is it the same with someone else? Does anyone have a solution?
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 21, 2019, 07:42:14 PM
journey is ontop ? and it is the last version of journey ? @Aiendir
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: brads3 on January 21, 2019, 08:03:06 PM
check your version of banished to be sure you have the latest 1.07.  is it all buildings or just the townhall that crashes the game? 
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on January 22, 2019, 12:58:51 AM
need to be version 1.0.7 build 170910
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Aiendir on January 22, 2019, 04:15:16 AM
I was using another build. The problem has been solved, thank you very much.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Nilla on February 01, 2019, 08:57:30 AM
Have anyone else reported this or am I the onlyone who have these problems? At the beginning I was very pleased about all the new animals; it was funny watching the bears and boars running through the settlement. I'm astonished that no child was killed by a wild bear. Now after 10 years I see no more animals. I built a hunter, that worked very well at the beginning but last year he killed nothing. A second hunter on the other side of the village that I built as I noticed this have never killed anything at all.

It looks like my hunter is too efficient and have killed all there is. Is this the way it's meant to be to make it more difficult, a bug or something else?
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on February 01, 2019, 09:33:27 AM
first, building an hunter cabin in a forest node is bad. it is not intended to be that way. animals tend to be near water (river/creek/lakes) or in open plains.

maybe just 1 hunter per cabin is not that good anymore, i often saw the hunter trying to be the furthest away of any packs lol and turn around when he has the feeling ... he will meet something ^^

thats or RNG or the game code is set that way lol

and for sure, 4 hunters per cabin is a very very poor management because they can only kill 1 animal per month (vanilla is set 1 animal per 2 months)
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: brads3 on February 01, 2019, 12:01:31 PM
NILLLA,we did notice it.i thought RED adjusted so the animals breed more on the newer version.i am using  quickhunters off and on,just when herds come close.using less hunters per cabin and not placing as many did help to stop the overhunting. RED's anmals are timid. they will run away from hunters or other bannies. that may keep the kids safe but does mean less meat too.noo i am not joking,the animals really do run away more than the vanilla game. send a bannie toward them, they will get spooked.

    REDs idea that they stay near water is half right. they spawn on the start that way.on a fresh map some of the animals are in the lakes.usually the larger herds are near the map corners in or right by water. near the center,there will be small herds.normally ducks and bison,maybe a straggler of bear or boars.after 5years,you should see more deer or elk come by. so yes it takes a few years for them to spread out and muliply. 
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Artfactial on February 04, 2019, 10:23:17 AM
So, I 've noticed that the collection seems a bit more forgiving than it was? Resources more plentiful and some costs cranked down?
I like a challenge but nothing, with one exception, seems overly undervalued that I've come across so far; the flow is natural.:)
The one thing is Pearls from the Dock RNG fishery, with 2 bannies working give they me 15-20 pearls per season. That's quite a lot!

I love the dock storage options, they are a wonderful way to clutter and break up the patterns and make the dock-works look even more meandering.<3
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: RedKetchup on February 04, 2019, 10:42:46 AM
it is RNG. but you think i should lower the rate (which not easy) ? or lower the value (which is more easy to do) ?

in fact , here what i ll do. i ll lower the value but i ll add a jewelry maker recipe so we can do a new thing: Pearl Necklace.
Title: Re: RK Editor Choice Edition 1.22 FULL
Post by: Artfactial on February 04, 2019, 10:47:47 AM
Quote from: RedKetchup on February 04, 2019, 10:42:46 AM
in fact , here what i ll do. i ll lower the value but i ll add a jewelry maker recipe so we can do a new thing: Pearl Necklace.
Yes, to all of those, awesome!:D