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RK Editor Choice MOD 1.3.1 FULL

Started by RedKetchup, March 11, 2019, 08:28:07 AM

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grammycat

Thank you.  I thought I was probably overlooking them.

RedKetchup

Quote from: grammycat on June 01, 2019, 07:44:53 AM
Thank you.  I thought I was probably overlooking them.

you are very very welcome :)
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moonbelf

@RedKetchup sorry to bother yu but did you have a chance to take a look at how slow pig farming is as brads3 and I mentioned? Any thoughts?

RedKetchup

oh i didnt checked yet....

checking...


Pigs:
AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialSwineMeat.rsc"
      //"Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 20;
   int _requiredArea = 16;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.5;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.15;
}

Cattle:
AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialBeef.rsc"
      "Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 5;
   int _requiredArea = 20;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.8;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.20;
}

i dunno... i check and compare those lines... and i would think it is even the opposite: pigs can have babies sooner than cattle. maybe he has a trouble with another mod ?
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brads3

i am using the RK pig as liivestock above the RK. that way the pigs don't produce fertilizer.

RedKetchup

Quote from: brads3 on June 02, 2019, 05:34:43 AM
i am using the RK pig as liivestock above the RK. that way the pigs don't produce fertilizer.

ive gone to my folder pigs as livestock(no fertilizer) and checked the template there...

AnimalDescription animal
{
   ComponentDescription _rawMaterial
   [
      "Template/RawMaterialSwineMeat.rsc"
      "Template/RawMaterialLeather.rsc"
   ]
   
   int _roamSize = 20;
   int _requiredArea = 16;
   
   float _maxAge = 6.0;
   float _maxAgeTolerance = 1.0;
   float _ageForOffspring = 0.5;
   float _offspringTerm = 0.6;
   float _offsprintTermTolerance = 0.15;
}

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txniteowl

I was wondering which flatten terrain tool you used in RKEC or if it is available standalone? I'm taking a break from RKEC and trying The North and I could use a flatten terrain tool (unless I've totally missed it in the toolbars!).

RedKetchup

i used the template from CC they had. it is not made stand alone cause there was many available on banishedinfo and steam i think
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txniteowl

Thanks. I think banishedinfo is either down or abandoned, but I'll try one off steam.

RedKetchup

if you cant find... let me know

oh wait... i have one in my mod cleanup folder
(thats probably the one which was on banishedinfo)
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irrelevant

@RedKetchup it probably is buried someplace in this thread, but I'm lazy. What buildings do I need to bring nomads?

brads3

you have choices.the light house and several town halls will bring nmads.all should bring nomads without needing any other building.

moonbelf

Quote from: brads3 on July 02, 2019, 12:30:38 PM
you have choices.the light house and several town halls will bring nmads.all should bring nomads without needing any other building.

The dock town hall needs a dock market. The stone dock town hall doesn't. Page 5 of this thread as per @RedKetchup. Unless that's changed :)

Abandoned

LOL @RedKetchup Can your greenhouses be change to use Kid's GHF compost for @brads3   ;D  Thank you

brads3

MOON is right. i was going by the way it was intended.

ABANDONED,i do think a patch to make compost and fertilizer work the same would be the way to go. i wondered if it would confuse things since the clean shed makes fertilizer. what is your next plan? make KID's greenhouses use compost?