Author Topic: RK Editor Choice MOD 1.3.1 FULL  (Read 10599 times)

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Offline irrelevant

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #210 on: July 08, 2019, 04:26:04 PM »
Hey @RedKetchup I've been looking at the items in the NMT Docks toolbars, and I have a question.

All of the structures have one or more aprons on them that look like the docks. But on some of them (the food producers) you have a warning to keep the front of the building free and to not use it as a walking dock.

Does this also apply to the buildings that don't have this warning? Houses, Markets, barns, school, etc., these all have "walkways" incorporated. Do these need to go adjacent to the walking docks, or do they serve as walking docks themselves?

I have never before made any docks using any mods.

Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #211 on: July 08, 2019, 10:07:38 PM »
i built all the models the same way : the free space in front are not intented to be used as walkway. but certain building like house doesnt make drama with it.
the thing you need to remember, an item that spawn on a tile automatically block the path till a citizen grab it. housing doesnt spawn anything.
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Offline 1

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #212 on: July 20, 2019, 03:25:39 AM »
@RedKetchup is it possible for you to consider release separate mod, just for your nature designs, with those different maps, flowers, animals and etc?

Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #213 on: July 20, 2019, 09:58:15 AM »
but what you do the fact that iron is iron ore now and need to be processed..... ?
and the new flags ? new flags require townhall and trading post processing... still include the BS patterns ?

edit oh and herbalist that were gathering the flax/cotton ? and the gatherers gathering all the new food ? hunters killing new animals ?
there are tons of patterns linked to all the biomes.
« Last Edit: July 20, 2019, 10:01:27 AM by RedKetchup »
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Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #214 on: July 20, 2019, 10:45:46 AM »
@RedKetchup is it possible for you to consider release separate mod, just for your nature designs, with those different maps, flowers, animals and etc?


Do you want to test this ? RK Editor Choice 1.3.1 XtraLight version.


EDIT wait... sometihng wrong. i cannot put the new starting conditions cause it calls some buildings that doesnt exist anymore like medium and small barns..... unless i change the building in these....
edit 2 : looks like i only have to change the barn in Farmer starting condition.
« Last Edit: July 20, 2019, 10:56:10 AM by RedKetchup »
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Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #215 on: July 20, 2019, 11:09:20 AM »
ok. want to test this ? should be bug free....

RK Editor Choice 1.3.1 XtraLight version : https://drive.google.com/file/d/1XX64jw9iNdosEMyYGJUUXHMW0fs-COOH/view?usp=sharing

only contains : biomes (ground, start cond, trees grass flowers food textiles, wild animals), new limits, all crops/orchards/ and livestocks, patterns for BS/Tailor/Gatherers/Herbalist.
« Last Edit: July 29, 2019, 12:32:08 PM by RedKetchup »
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Offline 1

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #216 on: July 20, 2019, 11:40:31 AM »
I will test!  :)
Thank you!

Offline 1

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #217 on: July 20, 2019, 12:56:01 PM »
Nothing wrong in my test game. :)
Thank you again for making this so quick.
 :) :) :)

Offline banishedsanni

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #218 on: July 20, 2019, 01:18:16 PM »
buhu! I want a light version with deco pieces or a deco mod!  :'(

Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #219 on: July 20, 2019, 01:36:06 PM »
Nothing wrong in my test game. :)
Thank you again for making this so quick.
 :) :) :)

no problem , it was something quick to do ( put some // in front of functions to disable them)


buhu! I want a light version with deco pieces or a deco mod!  :'(

sorry that i dont see the utility :) i know i didnt released everything as standalone :(
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Offline Sparky_IE

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #220 on: July 21, 2019, 02:37:53 AM »
I'm playing this Game for a week now, diving into mods for the first time. Thanks for making things easy.

Offline grammycat

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #221 on: July 26, 2019, 07:26:50 AM »
Mr.Ketchup, my granddaughter has been playing the extra light version you posted for testing on her laptop with no problems.  She loves it-especially the flowers and bears.  The only thing I can see is there's lots of fodder/thatch with no use except trade.  Would it be hard to do a patch to allow woodcutters to use it like in the full version?

Offline brads3

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #222 on: July 26, 2019, 08:47:24 AM »
if you add KID's Forest Outpost Nat Div version anove the RK, houses will use the fodder as firewood. the mod does change some buildings to require thatch.the beekeeper,some pastures, and some of the other vanilla buildings. the fodder will die off after a few years with just the RK.

Offline RedKetchup

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #223 on: July 26, 2019, 10:58:11 AM »
Mr.Ketchup, my granddaughter has been playing the extra light version you posted for testing on her laptop with no problems.  She loves it-especially the flowers and bears.  The only thing I can see is there's lots of fodder/thatch with no use except trade.  Would it be hard to do a patch to allow woodcutters to use it like in the full version?

oh ya i maybe forgot the woodcutter recipes
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Offline grammycat

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Re: RK Editor Choice MOD 1.3.1 FULL
« Reply #224 on: July 26, 2019, 08:06:12 PM »
Thank you brad-I'll do that right now.  Thank you Mr. Ketchup.

 

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