World of Banished

MODS Garage => Tips and Help => Topic started by: kid1293 on January 15, 2019, 05:47:30 AM

Title: Different trees at start
Post by: kid1293 on January 15, 2019, 05:47:30 AM
How can I different sets of trees on different start conditions?
All in the same mod.

My problem is that I have to use NaturalResourceTree.rsc to make the change.
If I choose to name it anything else it won't work with vanilla forester and remove buttons.
Title: Re: Different trees at start
Post by: RedKetchup on January 15, 2019, 06:03:39 AM
no way you can do. i wish there is some kind a path we can take to determine which set of trees we put in this NaturalResourcesTree.rsc by choice depending the map or starting condition.

i know you can change the list of WeakComponentDescription _naturalResources but it is not even at the good place. the best place would have been in the terrain map, not in starting conditions.

StartConditions.rsc has a list like that.
   WeakComponentDescription _naturalResources
   [
      "Template/NaturalResourceRock.rsc",
      "Template/NaturalResourceOre.rsc",
      "Template/NaturalResourceGrass.rsc",      
      "Template/NaturalResourceTree.rsc",
      "Template/NaturalResourceTreeRK2.rsc",
      "Template/NaturalResourceCopperOre.rsc",
      "Template/NaturalResourceSilverOre.rsc",
      "Template/NaturalResourceGoldOre.rsc",
   ]

but you can see the file has also an ExternalList resource at begining.
{
   External _resources
   [
      "Game/StartCondition/RKJackJill.rsc",
      "Game/StartCondition/RKAdamEve.rsc",

inside those starting condition, you can put the same or slightly different list of resource on the ground. you can specify a different list with different tree. it will preset the general StartConditions.rsc depending which start you will choose.

but doesnt fix your forester as you said. this is why i am stuck with a Forester Lodge 2 (for my 2nd set)

Put different set of trees in different mod is more easy than wishing to make a mod with multiple set of trees, of environement.
game not designed for this.

Luke has clearly really underestimated modders and their creativity.
Title: Re: Different trees at start
Post by: kid1293 on January 15, 2019, 06:06:52 AM
Thanks RK!
Title: Re: Different trees at start
Post by: RedKetchup on January 15, 2019, 06:12:12 AM
i wish you can find something good to know when you will try to look at this.
because it is really sad, just .... sad.
Title: Re: Different trees at start
Post by: kid1293 on January 15, 2019, 06:22:49 AM
Same with pasture/cemetery decal. It is global or it won't show up on vanilla.  :(
Title: Re: Different trees at start
Post by: RedKetchup on January 15, 2019, 08:02:11 AM
it is 1 mod, 1 theme mostly.
we need to see how CC is made up and how it deals with this.
Title: Re: Different trees at start
Post by: kid1293 on January 15, 2019, 09:23:20 AM
Any news on kralyerg? Haven't heard from or heard about him for a while.
Title: Re: Different trees at start
Post by: RedKetchup on January 15, 2019, 11:52:29 AM
nop :( no news since a long while.