World of Banished

Conversations => General Discussion => Topic started by: brads3 on April 18, 2019, 02:24:58 PM

Title: Adding MODs to the RK CHOICE
Post by: brads3 on April 18, 2019, 02:24:58 PM
@donwolfkonecny  had some issues with compiing his mod order with the RK.instead of cluttering up RED's mod thread,i want to start a new thread.

   i also want to do more tests wth the pine mods.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 18, 2019, 02:36:02 PM
Yes. Now I was getting many crashes. I disabled Pine and the crashes stopped.

I want to use traps please! when you are satisfied, please share the 1.04! I'd like as much diversity and stuff!
But because of the clutter and limited lines of text in the barns, I'd rather the "lite" versions, unless something can actually be processed differently. It's cute to have rasperrys AND strawberries, but then I can't see how many wool coats are in the barn etc
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 18, 2019, 03:30:09 PM
do you get those crashes adding the pine mod to a running game? the 1.04 is an earier version not a ite mod. you can add NECORA's flora patch above the RK.  that will give traps and wild bees. you woudn't be able to process the pelts without the pine mod's fur tailor. 
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 18, 2019, 04:01:03 PM
I got the crashes after starting a new game, with Pine below RK. If I have it above RK then the charcoal glitches. I'd like the other stuff on the map but as you say, then I can't process it.

Okay I added InedibleMeat and Flour and Corn so that it would be saved for processing. Perhaps these are cheats. But, the glitch is that now the market worker gets stuck picking them from warehouse but can't drop in market. Is there a way to get around that? I'm not sure whether InedibleMeat should safely go to the market but not get picked up by citizens, or whether it makes more sense for it to not get picked up (can vendor NOT pickup Inedible food). I'd be fine either way but the glitch way doesn't work so well lol
Title: Re: Adding MODs to the RK CHOICE
Post by: Kristahfer on April 18, 2019, 04:27:46 PM
If I am not mistaken @RedKetchup created a mod RKECTownHall that will allow having Necora's Pine Set placed above RKEditor. Sorry I could not find the download to link to it.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 18, 2019, 04:36:14 PM
no,that mod fixes a glitch with the townhalls. without it some townhalls would crash the game when clicked on before they were totally built.once the TH's were completed they did not crash the game and were useable.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 08:32:53 AM
                                                                         DISCLAIMER,RISKS, GUIDE RULES

         we can ony do what the game and the modders allow us to. LUKE gave some coding to modders to use and  play with.he kept part of the coding hidden as well.somethings can happen good and bad that are beyond anyone's control and without explanations.we have modders here that continue to add to the game. there are many others who have come and gone. they added mods that are still used years later. they also helped unlock mysteries and coding that changed how mods are created. there have been so many big changes within the last 2 years that i wonder what another year will bring.

             the general mod order rules still apply. put start mods that affect game play and the maps to the top. these include food requirement mods,safety,rain or coal mods,age mods,livestock mods,etc. put all other mods below. i group these by modder.this may not be mandatory, however it does make it easier to find conflicts and solve issues. following this rule can solve most issues itself.

              due to how the game loads mods,we can not add every mod to a map start.some mods will override and block another from loading. example- loading the nat div above will block the RK wild animals.

               RESULTS may vary. all players use different mods. there is no way to test every combination. since we can not see inside the mods,there may be affects to the game that we are unaware of. many of these are not even considered when combining mods.example- mod B changes the work output of mod A but will not work below mod A. these are accepted risks.max production and efficiency is thrown to the wind.

                3 WAY CONFLICTS. these started to happen with the 1.07 upgrade. they are the hardest issues to find. mod A+mod B works,mod B+mod C works,mod A+mod C works,however A+B+C fails. you can spend hours testing and retesting and throwing your arms into the air. never saw this occur before the 1.07 upgrade. even weirder they may work until 1 of them is upgraded to a newer version. this does not happen often but it is an ugly monster.

          "GIVE AND TAKE" rule. we are all different and have different ideas or wants.what works for 1 this way,another might want it that way. sometimes,the game will load part of a mod but not all of it. it skips code that was written by a mod above it. putting 1 mod above the other gives different results.sometimes half the mod will load,sometimes the mod might not even work. what we want to happen and what the game or mod lets happen can be different.you might gain 1 point and lose another.you have to weigh out what option is better for you.

        by going to mods in game and then clicking the minimize icon in the right corner of the mod,you can see the code lines that are conflicted.these lines can be used as a guide when adjusting mod orders.example-the seasonFX mod .i use it to get a plowed look to crop fields.only 1 line in the coding needs to load. other start mods can override the rest of the code lines. note: most new mods<since the 1.07 upgrade> carry a bunch of code lines for the community icon button.skip below these lines and ignore them. this is a tool that can help.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 08:43:27 AM
TO ALL PLAYERS.

        a BIG thank you to those who test new mods. adding multiple mods at once has its own risks. many times small issues are overlooked by us. the more issues that are found when new mods come out ,the easier it is for this.we are grateful for each issue you find. you are important and appreciated.

          as others use different mods ,please add to this. if you disagree or found a better way,please mention it.together we might save new or pther players some frustrations. or give them different ideas.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 11:18:29 AM
collectable items vanilla game-herbs,berries,onion,roots,mushroom,logs,iron,stone,hunt-deer,fish 
from this to now is a completey different world.

                                                     
                                    RK base items added to vanilla

iron ore<replaces iron>,logs,stone,copper ore,gold ore,silver ore, fodder-thatch,flax,cotton,flowers,nests<collect eggs>seedlings,oat,  strawberry,raspberry,backberry,blueberry,cranberry,mulberry,deadwood<firewood>,
  hunt-bison,bear,boar,elk, ducks,pheasant,geese
note some of these spawn from the grasses

more livestock added to pastures,some of these give fertilizer.
forester options that will spawn various fruits and nuts,

This mod combines many of RED's mods plus parts of the nat div and  pine mods. the blacksmith has the backsmith tool options included with it.

-----------------------------------------------------------------------------------------------------------------------

i will list some of my mods that affect the RK and how.not going to list every mod that i use. these are added above the RK CHOICE. these are options.

forget about orchards-this mod does not affect all orchards. this mod helps orchards produce sooner and does away with them having to be pruned and replanted<originally,orchards needed this down time every few years or production would drop off.this may have been modded out> it is a very small mod, 11KB, so it can stay.

RKEC townhall patch-this fixes issues where TH's were causing crash when clicked on before construction was completed.

KID's Forest Outpost nat div. this adds thatch requirement to the building requirements. without this mod, thatch has to be bundled for houses to burn it.

New Pine Flora patch by TANDY and NECORA. adds both the items from the pine and new flora mods to the map WITHOUT affecting RED's items. wild oats,rose hips,wild bees<wild honey>,flax,traps<fur,pelt,game>,fiddleheads,chanterellas,
   TOTAL over 5 items added to map
NOTE pine mod not required for these to spawn or be collected.Necora coded this so the laborers can collect these items
<<i do plan to test more of this. actually ran into this on accident recently.>>

RED's livestock mods you can add these above the RK if you do not want fertilizer from the pastures.a nice option REd gave us.

MY PRECIOUS- a 1.06 mod. since it is older ,it needs to be above the RK to function. this mod does set the precious ores and items to the textile flag. if a 1.06 mod brings items that are in the RK,it needs to be above it. such as the gold ore. if the mod adds new items that are not already in the RK,it can go below the RK. such as a pre 1.07 CC version mod.a 1.06 storage or food mod can go beow the RK since it does not add new items.they wil function as they did before.
NOTE: these precious items are different and can not be used in building construction.you will need to produce those items via a RK foundry.

Maritimes Crystal Cliffs-this mod adds domestic animals. it also affects the oats.if you do not use this mod but do use the CC stable barn,i would move the CC stable above the RK.

KID Gothic Farm-affects honey so it can be used by the jam shop.

KID Westward HO wagons-this mod alters the bison texture so they look more wild.does not change the pasture bison.all other wild animals do and will load via the RK.
NOTE: this is 1 of the "give and takes". does this mod alter the herd sizes or numbers of animals on the map?  up for debate.

     those are all above the RK CHOICE
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 19, 2019, 04:51:41 PM
1) Thanks for all the information!
2) Where is "my precious". I find Precious Mine, but I don't think that's the same.
3) Where is "New Pine Flora Patch"  you keep mentioning? I have New Flora, and New Pine, but no Pine Patch.
4) In my current game, the gatherer is picking up Oats but not Picking up Flax. Do you know why that might be? Is it the Flax Patch? I thought that was supposed to fix everything???
Here is my current mods which results in flax not being gathered
EDIT It appears the foresters, NOT gatherers are gathering flax. They aren't  doing a good job of it because there's still a lot out there. Unless it's actually a laborer who collected some flax manually then because forester and that's counting toward the forestry, I'll try to watch that.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 05:47:07 PM
https://drive.google.com/file/d/0B2oKJ9gdaP7ddUljUEkyUDZDT1E/view?usp=sharing            my precious mod

http://worldofbanished.com/index.php?action=downloads;sa=view;down=304                    new flora patch

http://worldofbanished.com/index.php?topic=2602.msg57639#msg57639                         mod manager
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 06:02:52 PM
flax is very touchy. no mod fixes all of them to be universal. i believe the RK is set up so the herbalist gather the flax. foresters will as they plant trees. thiws is really a trial and error item. you will have to test a few options to see what works wor you. there are many moods that will add it including as a seed or crop.

i should mention that not all gatherers are the same either.nor do all foresters plant the same trees. in this way ,the game is like reality. 1 set of forests is different than another and so is the wildlife living in it.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 19, 2019, 07:14:28 PM
what do you mean "gatherers are not the same"?
forests, isn't it just random trees planted, depending which forester building you picked?
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 07:53:57 PM
each forester is coded differently depending on the modder.a pine mod forester plants those trees.  most KID forester will plant vanilla trees and the gatherers will collect vanilla and flora items.an RK does RED's forests and will collect RK items. there is some overlays with necora's patch. the clear food tool is loading via the RK and will not collect all foods available either.

   the gathering system has been developed over time. it consist of mods by several modders.some are no longer modding.it is very diverse but well-balanced.the outputs are decent even with the flaws.

     depending on the mods a player uses results do vary. there are notes buried on the internet that state different trees give different foods. birch and oak trees give more chance of fruit. i could not find that info the other day when i searched.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 19, 2019, 07:56:49 PM
too bad it can't be like "collect anything with food flag" and then if you make a new food tomorrow, as long as you flag it food it will be collected
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 19, 2019, 08:22:03 PM
just to give an idea of how far it has come. 2 years ago ,we did not have the community icon button nor the new flag limits.since then we have many wild animals instead of just deer. RED with help,has gave us more livestock than CC had. when the community icon code was cracked, ALL the modders that were still with us remodded almost every individual mod they had made before to fit under it and work with the flags. that was a ton of work done.   not counting how many new mods were made during those 2 yrs. plus we have the mod manager which is a huge time saver itself.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 19, 2019, 10:04:17 PM
People are doing GREAT !
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 20, 2019, 07:29:59 AM
a couple pics.

pic 1: the RK blacksmith does not need the tool mods. it makes a variety of tools already. since it makes iron from iron ore,the tool mods need to go below the RK.this is a change to how most start mods are in mod order.move tool mods below the RK but above other blacksmith's such as the mini buiding mod.

pic 2: to the right are lvestock bison<RED's> to the left are wild bison<KID's>. note all other wid animals do load from the RK.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 20, 2019, 08:01:42 AM
i started tests using the Debug on the pine 1.04 and RK. using Necora's new flora patch above the RK and the pine 1.04 below the RK.

the pine and flora items are added to the map and RED's items.the balance is super. Necora coded these so the laborers would collect the items. whereas before they would destroy traps,hives,etc and collect nothing.not all items are collected using pick up or clear tools. are these items being collected by the gatherers and not showing in the menu? this is debateable. i did see some inventory #'s go up but did not find where they were collected from. as trees are being planted the foresters, will clear a variety of items as well.

        the game did not crash planting maple or pine trees.this is an older version of the pine mod.most of the differences between the 2 versions is obsoleted by the mod order. the items are spawning from the new flora patch.

         the main gathering hut cluster has the maple forester and a cache to collect the sap. this cachr was just added. note there is more sap in the inventory than the cache harvested. that sap does not show in the main gatherer's menu.

               the harvester cache is with the pine forester to the east. that forest is just started planting.the vanilla gathering cache is to the west with no forester. note the pine foresters are showing seedlings being collected.

NOTE: this climate is per the nordic landscpae mod it is a nordic fair. this with the lack of eduaction will affect output totals.   the nordic landscape mod does alter the stone textures.the deer are reindeer. the nordic landscpae mod is below the RK.

     
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 20, 2019, 10:17:23 AM
using the New Pine Flora I see a bunch of stuff appearing on the map. I may not keep this mod because I cannot collect any of them. Though I do have Pelts for some reason. But I can't do anything with them so, again, uninteresting to me.

I'm having a weird thing happen where my Tailorshop has linen and leather, and i set it to make coats but after a little while the tailor stops working and collects resources. the amount of textile is set high. If I fire the tailor and rehire, they will go back to working, so it's not impossible for them to work, they just don't want to. They don't idle, they labor. I was wondering whether anyone knew why this might happen.

I wanted to try to make a new experience with different rules by modding, so I looked for info on how to mod. I only find the ShiningRock info for 1.04 and I wonder whether that is still the best info.

In particular I'd like to work with happiness, since Tom seems to be the only person doing so. We can't do much with rules of Banished, but happiness is one of the few things which we could use to change the rules of the game (instead of just skins), and I can't believe it's nearly ignored AFAIK. I'd play North but I like RKs animals, and LCH, and milk and greenhouse etc, and I don't always like winter. I like flowers. Maybe I'll try using both mods. But I'd like to change the happiness. For example to me that seems silly to make "access to market" a perk because its good for houses to have access to market ALREADY for them to be healthy. If anything, access to market should count negative (maybe because of the noise and crime???) since it's more challenging to have a healthy house NOT in range of market. Maybe change that to like Recreation or something like that and have to have ferris wheels, or leisure boats, or maybe when the houses are too dense that is negative.

I also notice in Toms land, the trade may have multiples of the same seed. Which seems curiously useless. And also late game the traders will bring seeds I already have, which is also useless. Which got me thinking. IRL most farmers don't have unlimited seeds they have to buy them each year (at least my family did). So what I'd like is each year all seeds die out. But you can buy and store multiple. One seed any size plot. So I would buy 3 potatoes at once, and plant one and save the others in case they don't come again for a while.
Maybe same with orchards, can't auto replace trees but can reseed, even partially although that would take one seed. Seeds would cost less. Maybe this would somehow involve RKs seedlings, not sure.

Same thing with livestock. The game becomes stupid after a while because traders are bringing me livestock I already have. So maybe livestock get hit by disease a lot more often and die out. Or maybe wolves come and eat the livestock wiping them out. Or prison breaks where they escape. Some reason that I need to buy livestock now and then.

Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 20, 2019, 10:32:15 AM
conton and flax also are textile on your textile limit
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 06:35:09 AM
the RK adds 17 items plus the wild animals to the maps
the pine flora patch adds 5                         
    total of 26 collectable items appear on the maps.not counting the items produced by the different foresters or other buidings


       Can a gatherer be made to collect all the many food items?

             you still would have ores and stone,logs and firewood,texties,herbs,traps,flowers,and grass. a modder woud have to add al the many items to a gatherer when coding it. the menu would need to be enlarged.it woud be a huge window.my understanding is that even thou the items don't show in the buiding menu,they can be collected.it doesnt show in the gatherer menu but does total to the main inventory. so it wouldnt be a reasonable request. everyone uses different mods so would have different items. all the items would then add to the main inventory and the trade merchant boats.as you increase the total items on a map,the odds of the merchants bringing seeds or items you want and need goes down. it becomes harder to get things you want.

       i can't say enough about RED's balance to this system. 1 of the concerns back when the pine mod was being developed was the odds of spawning more items. at what point does the map become too saturated and less is spawning? without going into the actual formula, with 20+ items,the odds of spawning or collecting each goes down. say you want blueberry. you have a 1 of 20 chance< not counting the ores and wood> of that item appearing. bout  a quarter as a vanilla map. you get more items but less of each as you add more to the item list. there isn't an over production of any item. that is not an easy task to accomplish.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 07:10:51 AM
       i ran the 1.04 test farther. the pine trees have grown and are producing pine resin and boughs.no crash. the charcoal is working for the sap boiler.we can assume charcoal from the pine kiln would work with the RK. i am only showing 1 flax to the inventory. i did not test all the tailors, but would think it is universal except for KID's workplace tailor.

pic 1: outputs
pic 2: storage, the antique SLINK's market is storing minerals and textiles.this old 1.06 mod market works well with the new flag limits.it doesn't store everything but will keep the bannies supplied..the pine storage is quite versatile. some of the pine  items will store as raw material so you do need the general pile.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 21, 2019, 09:51:24 AM
I think you don't need to talk anymore about the pine, or about the maketplace patch, because noone can get them anywhere so whether they work or don't work, there's no point in talking about them since nobody can get them
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 09:57:53 AM
the pine mod 1.05 below the RK with the new flora patch IS NOT CRASHING. i tried today,it is working. even the pine and maple foresters planting  has not crashed the game. again with the new flora patch loading above the RK and the pine mod 1.05 at the bottom of the order. i was quite surprised that it didn't crash in 30 seconds.
Title: Re: Adding MODs to the RK CHOICE
Post by: Kristahfer on April 21, 2019, 10:14:30 AM
@brads3 I have included a picture of my load which I have been using for awhile with out a crash. I have not found any issues loading in this manner.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 10:27:35 AM
pine mod loaded 1.05. based on what i see and what Kristahfer says,with the new flora patch the pine works. i didn't try it above the RK with the patch. using the pine without the new flora patch is known to crash.

@Kristahfer ,i take it you are still getting all the RK items on the maps?


pic 1  mod pine 1.05
pic 2 some putputs,tooko a while to get enough trees planted and growing to collect sap.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 21, 2019, 10:48:03 AM
Can you process those goods into something useful or valuable?
Why does Chantrelle and Flax appear twice?
Title: Re: Adding MODs to the RK CHOICE
Post by: Kristahfer on April 21, 2019, 11:36:04 AM
@brads3 yes to the best of my knowledge the RK stuff does appear as well.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 11:38:30 AM
twice? those are harvests for 2 different years. pine items can be processed. there are a variety of workshops with the pine mod. maple sap makes syrup.apples make cider.combined they make maple whiskey. the furrier hut makes clothing from pelts and furs.furs can also be used by RK or KID tailors. game,chanterellas, and fiddleheads are foods.KID has several mods to use the new flora items.pine items combiined makes turpentine. there are also pine bough tools.
Title: Re: Adding MODs to the RK CHOICE
Post by: Kristahfer on April 21, 2019, 11:43:56 AM
The only thing I think we are missing is Beaver Skins. Beaver was in very high demand in the colonial time period for hats. While we have pelts I gather they are generic in nature; rabbit, beaver, fox, etc. It would be nice to have the specific item Beaver Skins with a higher trade value than just pelts, and only used for trade.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 21, 2019, 01:04:14 PM
Oh I didn't realize that was a collection building, I thought it was storage. I've never seen most of those boxes (buildings). So what do you think? Any reason to not use

New Pine Flora
RKEC
Pine Set 105 (107B)

And possibly even
NewPineFlora
PineSet 105
RKEC

If using NewPineFlora, is there any reason to use
NewFlora
I think RKEC has flax and Oats, so I'm not sure what NewFlora provides in addition. I guess rose hips?
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 21, 2019, 01:13:16 PM
Tandy's new flora mod does come with gathering buildings for the rose hips and a tailor.plus a building that specifically collects the wild honey.since most of the items are collected by KID's mods or the RK gatherer i see no need to add it. that is a choice. i am experimenting with KID's new flora edit with the flax. either will give more tool buttons to clear the food items.1 food gathering button won't clear them all. you end up going over the areas twice.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 21, 2019, 04:19:23 PM
Okay. At most worst would be to have stuff you can't collect taking space of stuff you COULD collect. Next worst would be having to use multiple manual collects. Best would be one gatherer collecting them all. Hey maybe someone could make a communal gatherer building that will collect everything that they everyone updates when they add more collectibles. Then everyone such as Red doesn't have to keep updating his. If I want to use other mods with his, for my gatherer I use the communal gatherer that gets updated. IE if I made a mod with more stuff, then I could update that mod. And anyone else can update it as well, when they add collectibles.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 22, 2019, 10:09:50 AM
Quote from: brads3 on April 21, 2019, 09:57:53 AM
the pine mod 1.05 below the RK with the new flora patch IS NOT CRASHING. i tried today,it is working. even the pine and maple foresters planting  has not crashed the game. again with the new flora patch loading above the RK and the pine mod 1.05 at the bottom of the order. i was quite surprised that it didn't crash in 30 seconds.

I do not get that results. Four tries of mine (using fewer and fewer mods) crashed. Until just now,
FlaxPatch
NewPineFlora
RKEC
PineSet
crashes within a minute or so

I tried
FlaxPatch
NewPineFlora
PineSet
RKEC
and that does not crash, but doesn't work with charcoal (Blacksmith) which is how I got here in the first place.
So I guess it does not work.

RK, do you know why it is crashing? And/or why the charcoal is not working, and is there a way for this to work?
Do you think you could please make a patch that would convert his charcoal back into whatever charcoal flags you use? But also his blacksmith etc so his can also use. I also notice his houses won't take charcoal as fuel.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 22, 2019, 10:54:49 AM
charcoal is coded different was different even if using CC versions and pne mods. Necora has a couple things coded slightly different you will get double eggs,flax,and charcoal tags in the inventory. the maple sap is in-edible until processed into syrup.

     my original assumption was the crashes were happening because RED re-coded some of the trees. so far it seems the pine mod works as long as the new flora patch is used to spawn the items. if you are still crashing with the new pine flora mod above the RK and them both above the RK,i would add the TH patch from RED.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=489

the flax patch was to help flora,pine,and CC flax work back and forth. i tried using it and KID's workplace tailor still would not use it.i showed 2 flax in inventory. i also tested using KID's flora edit without any differences. the flax has to be processed into linen and then clothing. or use KID's ghost town mod for the flax garden.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 22, 2019, 11:08:29 AM
okay so where does RKTHPatch go?
FlaxPatch
RKTHPatch
NewPineFlora
RKEC
PineSet
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 22, 2019, 11:10:20 AM
i personally used the same concept of charcoal as CC. so it is totally 100% compatible with CC and MM. It is for us, a Fuel and WoodFuel material flags.

now if the other modders decided charcoal is not fuel/woodfuel and is a "Coal" "mineral" instead... then you maybe have a risk that the building doesnt have the proper flag to allow the item being deposite inside its personal storage for processing. i cannot tell you what Necora (or Tiny) decided for their buildings. if certain buildings arent working while you have some that are working perfectly, why it is a such trouble ? dont use the buildings that are broken.

about the crash after X time i think it is linked to some items spawning missing some 3D meshes when it spawns (cause the bad mod order).... if the game cannot find the files it needs, it crashes.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 22, 2019, 11:26:22 AM
i use the townhall patch above other mods. as there is a TH included with the pine mod.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 22, 2019, 11:32:15 AM
i can make a Charcoal is Charcoal quick fix mod to make sure all your charcoal are Fuel | WoodFuel and have all proper files to be graphically stored in stockpiles....
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 22, 2019, 11:51:59 AM
Quote from: RedKetchup on April 22, 2019, 11:32:15 AM
i can make a Charcoal is Charcoal quick fix mod to make sure all your charcoal are Fuel | WoodFuel and have all proper files to be graphically stored in stockpiles....

here a patch:

RK Charcoal Patch.
Description: "Version 1.0 , RK Charcoal Patch has been created to help players to make sure Charcoal is Charcoal and compatible with RKEC and CC & MM mods. "

To put on top of mod list in save game to make sure Charcoal is a Fuel | WoodFuel flag item.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 22, 2019, 12:03:31 PM
Oh Here another one, a little test in case :

RK Charcoal Patch Extended.
Description: "Version 1.0 , RK Charcoal Patch has been created to help players to make sure Charcoal is Charcoal and compatible with RKEC and CC & MM mods. This extended version add Coal flag to it too. ";

To put on top of mod list in save game to make sure Charcoal is a Fuel | WoodFuel | CoalFuel flags item.
the only thing with that, your charcoal will also be counted in your Minerals Limit. (aka coal limit)
so if a blacksmith template doesnt accept fuel or woodfuel, and accepting coalfuel, it will help for this case to accept charcoal.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 22, 2019, 12:11:22 PM
Wow that's speedy service!!! lol
I will try it out. I will put it at top above FlaxPatch. If Pine changes TH, then I guess this needs to be above Pine stuff. I wonder whether his buildings will continue to work...
The building that is broken is the BlackSmith because it takes charcoal.
I like that your Blacksmith has copper and alloy tools. So if I use the Pine mod BS, I don't get your nice choices. :)
I also notice that all Pine buildings seem to be much smaller than vanilla, sometimes less than half, such as the Blacksmith. I think part of the challenge is to deal with the space constraints of the vanilla, so I will consider that "cheating" or at least "nerfing". Unless the abilities are reduced, I like the idea of there being multiple versions of a building, kinda like North's Workshops and firepit. A cheap small building you can build early to make things you need, but not efficiently. Either they take a lot of time or more resources. Then one or two more levels of buildings that are larger and cost more to build, are more efficient. That reflects "economy of scale" that we find in real life. I can make a tool or clothing at my house, but it will take much longer and cost much more than if made in a factory. That makes sense to me. So, small BS med BS and large BS, and of course they would require advanced materials, maybe the third tier requires materials that cannot be made, only purchased, such as aluminum, or steelbeams. I'd like there to be a point to trading.
PS I think your Farmstand fits in that model because while it is small, it does not have great range or capacity. In fact, I would say smaller buildings should have even more penalty that what you made, because of "economy of scale". So in other words a market that is half the size of the vanilla market, would have LESS than half the radius and capacity, as a penalty. Otherwise everything could be one square big and it wouldn't be much of a game.
Thank you again for the coal patch!
Ah I see you already added a newer one, I will grab that one. Thanks for the notice about the coal limit. I tend to max then ignore limits because they combine things. So I might think I have plenty of lumber but it's actually all thatch. Or lots of iron ore, but it's actually copper ore etc.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 22, 2019, 12:21:23 PM
Quote from: donwolfkonecny on April 22, 2019, 12:11:22 PM
I like that your Blacksmith has copper and alloy tools. So if I use the Pine mod BS, I don't get your nice choices. :)



thats normal. The crafting list data are stored in the building template. only the modder of those building can add copper recipes to their own blacksmith buildings.
you need to ask them, i cannot do anything unless i have their code and know which templates i need to edit.

there is so much could be done, if the developper would have cared about us and what we are saying...
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 22, 2019, 01:39:19 PM
Huzzah!
This order is finally working...for the first three minutes of the game at least!
AND BS loads charcoal.
And Pine Blacksmith...doesn't seem to use charcoal??? Not sure why it messes with charcoal. Maybe something else does. Oh well I'm ready to play a game beyond test and see how things go! :)
Note when I placed PineSet ABOVE RK it still crashed for me. So I moved it below and that seems to work. I wonder if I lose anything. I hope to produce maple syrup soon!
Note also I used NewFlora because that's what the NewPineFlora indicated, I don't know where it adds anything in addition to NewPineFlora.
Note also brad I keep hearing you talk about flax but it seems you don't use LinenProduction and if you haven't, you might want to give it a go. I think that is for what the FlaxPatch was created.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 30, 2019, 07:04:51 AM
i have noticed an issue. after 20yrs on a map,the thatch has died off and is not regrowing.there are plenty of flowers.at 1st i thought it was just the clear grass tool not showing the thatch. i sent the bannies to clear land that had not been touched before and they are not collecting any thatch. they did gather thatch early on. thatch is flagged as firewood and i did send the banies to pick firewood up over the years

     i'll get time tomorrow to check on this more.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 07:22:56 AM
I think thatch would get removed by Pine foresters gatherers, and it seems the trees themselves spread and replace my collectible items with non-collectible items. Could it be the thatch-producing trees have been replaced with Pine trees?

PS I wish there was a way to remove the Pine trees so they don't replace the collectible items. Is there an easy way to identify a vanilla pine from a Pine pine so I can remove them? I'm hoping that would leave the collectible items alone and plentiful.
I assume it's the case that a Pine item will only appear under a Pine tree, and not under a vanilla pine tree??? Cause the Pine items have spread on the map like a contagion.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 30, 2019, 09:48:47 AM
in my current setup the pine mod is added to the bottom of the mod order.trees should be planted via the RK except where a pine mod forester works. i actualy left area that i had only cleared tres,stone,and ores from. so far firewood and everything else seems to still appear.just the thatch has disappeared. almost like the flowers have choked out the thatch.

   what it sounds like is you have the pine mod above the RK. that woud cause the pine trees to be different and spawn pine or vanilla items and less of the RK.the gathering buttons woud be connected to the RK items.

     hmm so it appears depending on mod order,all items load to the start of a map. then some die and do not regrow. not sure if RED changed it but the flowers were spawning the grass before.most of the berries spawn from the flowers also.

      this could be fun.change mod order a see what happens. each test would have to run out several years.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 10:35:46 AM
I thought RK said the trees spawn the thatch and the thatch spawn the flowers, not what you said about flowers spawning thatch.

No matter what patches and other order of mods, if I put RKEC above Pine Set then it crashes (I think it's when it saves). But if I put RK above Pine Mod and use charcoal patch, then it runs. Please post your mod order. Here is mine. Because I would like to use RKEC above Pine Set if what you say is true that would be perfecto.

Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 30, 2019, 10:43:15 AM
nothing spawn the grass. only itself replications, auto respawns. like trees. nothing spawn trees out its auto respawn timer.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 30, 2019, 11:01:08 AM
so i amn not totally crazy. thatch did work in earlier versions differently.what got me was going back to older maps,the thatch changed names from fodder-thatch to thatch. couldn't figure out which mod did that.

mod order? which 1,the current map or the tweaked fixed version? LOL

WheelbarrowBigger=1
DebugMenu=1
Radius=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
ProperTime=1
Norseman=1
SafetyHole=1
Forgetaboutorchard=1
banishedUImaps=1
RKECtownhall=1
NewPineFlora=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
MaritimesCrystalCliffs=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
LivestockForTrade=1
RKPigsLivestock=1
RKBisonLivestock=1
RKEditorChoiceEdition=1
unlimited=1
OneStopAllMining=1
BlacksmithTools=1
MiniBuildings=1
LandscapeNordic (1)=1
CCFrontier=1
SmallTipi=1
EBSVProduction=1
EBSmallStorage=1
EBMarkets=1
EBMaterialsStore=1
EBFarmstand=1
EBStorageSet=1
EBSVBeach=1
EBSVBeachLarge=1
EBSVBeachDeco=1
EBSVDecoResort=1
EBSVRockQuarry=1
EBStatueTrapper=1
EBStatuesOfHonour=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
EBIrrigation=1
EBIrrigationDecoAddon=1
EBIrrigationNatural=1
EBWinery=1
KidWorkPlaceVillage=1
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 11:29:43 AM
I am not seeing Maritimes Pine Set in your list. Don't you need that to have the production line (Turpentine etc)? That is what crashes if placed above RKEC.
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 30, 2019, 11:41:48 AM
hmm half the list. bottom half-

ColonialHousing=1
KidColonialResource=1
NomadSignComplete=1
KidSomeBoats=1
KidBakeryGarden=1
KidGhostTownHouses=1
KidForestPonds=1
KidGHLightHouse=1
KidGhostTown=1
KidWildWest=1
KidGothicFantasy=1
KidGrannyPark=1
KidHouseBoat=1
KidLogDepot=1
KidMedievalGrace=1
KidOldTown=1
KidPlimothHarmonized=1
KidPlimothPlantation=1
KidStorageCrates=1
KidStorageCarts=1
KidTinySeparate=1
KidTwilightHerbs=1
KidVegetableGarden=1
KidWindSawmill=1
KidWoodenFort=1
KidOldTownPorts=1
KidYardCover=1
KidRowBusiness=1
KidRowHousing=1
KidGrowHuntFish=1
BirchBarkCanoe=1
KidBodiamCastle=0
ForestCombo=1
DungPile=1
KidMist=1
LargePort=1
MarketBBQ=1
MarketSoup=1
marketpuzzle=1
WashingMod=1
DecoPlants=1
Ketchup=1
ChooChoo=1
library=1
college=1
PlymouthHouse=1
OldHunterHut=1
CityRoads=1
TrainingCampMain=1
TrainingCampDeco=1
Charburner=1
BradsSmokingShed=1
Izba=1
FlyFishing=1
Hunting=1
NordicLogCabin=1
nordichouses=1
NordicSchool=1
NordicTannery=1
NordicHuntingCabin=1
DairyHut=1
Campfire=1
SmallWindmill=1
NordicWarehouse=1
RedCottage=1
TjurkoMill=1
CityButcher=1
DSFuelMarket=1
DSBlastFurnaceAdv=1
DSBridgeCrossing=1
DSStoneHovels=1
NewEngland=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
GrowRoots=1
zSoapiary=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
zMash=1
WaterAndOtherDecorations=1
MarbleQuarry=1
Stable=1
Terraform=1
CCDocks=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
MaritimesSherbrooke=1
MaritimesPineSet=1
JinxieBittyRabbitHutch=1
Title: Re: Adding MODs to the RK CHOICE
Post by: Jinxiewinxie on April 30, 2019, 12:20:30 PM
I can see that if a mod exists, Brads3 more than likely has it installed XD
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 04:49:42 PM
My game is crashing with just these four mods enabled.
This always happens for me when RK is above Pine Set.
I don't know if the RKECTH mod is the same as yours, yours is named differently.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on April 30, 2019, 04:51:57 PM
thats for a certain bug crash of the townhall when clicking the townhall.

are you trying to start new maps each time or try to change in a saved ?
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 05:19:10 PM
Always a new game. Do I need to restart the machine after a crash? Sometimes I have to quit steam to get Banished to clear from memory.

Is that the same TH patch that brad is using?

Can anyone else load these four mods with RK above Pine Set and have it NOT crash???

Really I just wanted more stuff, more production chains, and I like his houses because they have so much detail. If there was something else with as much production chain I would use that...
I like the production chains in RKEC but want more!
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on April 30, 2019, 06:24:31 PM
 would switch the townhall patch to the other version and try it again. otherwise there are 2 possabilities. 1 is steam does something to cause an issue since i don't use that.2 is you have a mod stuck in the registry. i woud open the game registry and delete all the mod lines. there are 2 sets.then reboot the mod order with the mod manager.or better yet, just load up the main 4 mods to test it.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on April 30, 2019, 07:35:20 PM
Where is the link to the "other version" of the townhall patch? I doubt this is the problem since I haven't gotten anywhere near building a townhall, it crashes within three minutes.

Also, I see I previously posted a list with "RCTownhall patch" in it but now I don't find that in my list, I only find RCEKTownhallNotCoal. I don't know how the name changed???

Do you have instructions for editing registry? I looked inside my registry and did not find any mod folders, only a line for the application.

brad could you run a three minute test using just the four mods? I wonder if one of your other mods is preventing the crash because I don't see how you could run it without crashing and mine crashes...but I don't have all the mods you do...
Title: Re: Adding MODs to the RK CHOICE
Post by: brads3 on May 01, 2019, 09:03:02 AM
where did you get the townhall not coal patch? i could not find it to test.you say the game works with the pine below the RK and does not crash? are you enabling the new pine flora patch?  that is needed. the flora patch is what spawns the items.without it the pine mod was known to crash.

RK townhall patch
new flora
RK
pine mod

this works.  the pine can be used above the RK IF the new flora patch is above the pine mod.

1 thing to remember also is that not all items collected will show in the gathering menus.other items are collected than what those menus show.
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on May 01, 2019, 09:50:46 AM
Where is the correct townhall patch (though that's probably not the problem since I don't have townhall)

There is discussion here http://worldofbanished.com/index.php?topic=2470.30 but there is no download so I guess there is no such RKTHPatch since nobody has a link to such a patch, though I think it is irrelevant to the crash within three minutes

I showed you my list, NewPineFlora is enabled

but that is the only THpatch available, there is no other THpatch. I don't know what you are using to show your mods but it is different from my ModMan so maybe we have the same mod but it shows differently, because my mods in ModManager do not have the identical name to the listing in the game.

RK cannot be placed above Pine using the four mods in question because it crashes, it's not possible and there is no TH patch to fix it, there is only THnotcoal. In the game it is called "RKEC Townhall" Version 1 and says it fixes crash when Pine placed above RKEC.

what do you mean in the gathering menus? Do you mean, if I Gather Wild Food, and it does not put a yellow X on beaver, it will still collect beaver? I think that is not true. My Gather Wild Foods does not appear to collect Pine stuff.

Do you actually mean "new flora" because I never see that in your list. Maybe you mean NewPineFlora

I suspect that because NewPineFlora is above RK, it will spawn all over the map. Maybe that's why it spawns even where there is no Pine forester

You keep saying that RK can load before Pine but that is not true, at least not with these mods. If you will try this, you will see, you can NOT load RK before Pine. I think you are not trying these mods so you cannot see the problem. Please try running this combination of mods and tell me whether you crash. I would like to not have Pine stuff spawning all over the map, only where there is pine forester.
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on May 01, 2019, 10:40:39 AM
Quote from: donwolfkonecny on May 01, 2019, 09:50:46 AM
Where is the correct townhall patch (though that's probably not the problem since I don't have townhall)

There is discussion here http://worldofbanished.com/index.php?topic=2470.30 but there is no download so I guess there is no such RKTHPatch since nobody has a link to such a patch, though I think it is irrelevant to the crash within three minutes


http://worldofbanished.com/index.php?action=downloads;sa=view;down=489 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=489)
Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on May 01, 2019, 11:48:56 AM
Thank you RK!

Wow that's weird, I swear I do not remember changing any file name, I wouldn't normally do that. I appear to have a variation of the other RKECTH. They are the same size. The dates appear to be my download date so don't help. Weird. Okay. Moving on.

RK Question: can you do something so my "Gather Wild Foods" will collect the Pine items? then I would shut up for a while :)
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on May 01, 2019, 11:53:53 AM
the other one is not me, i dont think lol
i made a charcoal patch though : RKCharcoalPatch.pkm
it is to fix some compatibility of charcoal to make sure charcoal is 100% rkec.

Title: Re: Adding MODs to the RK CHOICE
Post by: donwolfkonecny on May 01, 2019, 12:10:49 PM
Thanks! I have the RKCharcoalPatchExt and am using that

Would you be able to make GatherWildFoods gather Pine goods???
or at least the Pine food? If I use the RemoveResources, it does work, but it's a bit tiresome since the Pine Items come back (I only want them in the Pine forester area, or to be Gatherable).
Title: Re: Adding MODs to the RK CHOICE
Post by: RedKetchup on May 01, 2019, 01:50:12 PM
make sure you are naming the good name of the buildings so i can know exactly which one, i let you know it is not MY mod, Necora is the owner. so i need to know exactly cause i dont know the files. but which building need to gather what ?