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Kid - Settlers V1.01

Started by kid1293, June 02, 2019, 07:17:51 AM

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Goblin Girl

I downloaded this a couple weeks ago and have been playing with it.  I love these buildings so much!  I think they go nicely with the houses you made that match the bakery.  I don't remember what the official name of that set is, but I think of it as Pie Town because the icon has a pie and a building on it.

I wish you would re-skin your Wind Sawmill to match this set.  Or you know, just give it a couple f-key variants.  I'm sure you've got other things on your plate, @kid1293 , but I mention this in case you're needing some other work to do.  :D

Great work!

kid1293

Hi @Goblin Girl !
I wish I could say I would do it but I really want that Wind Sawmill to be unique.
It has a place now and I will not change it or add to it. I am sorry, really.

Another thing is The Settlers is such a big mod. I hope it can give some satisfaction
even without a Sawmill. (why change something that works fine)  ;)

Goblin Girl

That's fine.  I love your sawmill just as it is.  I'm just a match-aholic.

MarkAnthony

#18
Hi @kid1293

I've been using your new Native mod in my last couple of games and I paired it up with your Settlers mod. I was wondering, If I use the Harvest Trees button on your Nut Grove will it remove only the vanilla trees or your walnut trees as well? In the winter when the leave are fallen and the trees are bare I try checking and I see some trees are missed with the Harvest Trees button but I wanted to double-check with you to be sure.

EDIT: And if I did remove all of the vanilla trees from the Nut Grove, the Nut Grove Forester would still chop down walnut trees for logs, right?
Sometimes it's the very people who no one imagines anything of
        who do the things no one can imagine.

kid1293

Hi @MarkAnthony ...and Good Morning.

Yes, the Nutty Forester only plants and harvests nut trees but if there is a vanilla tree
where goes, he will cut that too.

kid1293

And here is another fix for the mill.
V1.01 makes it worth using the mill.

john_doe101274

#21
I know you are in semi-retirement mode, but I have identified something of note. Not a bug per se, but the roads here (which are awesome, thanks) use the same road numbers as DS Roads, thus each will overwrite all other roads of the same number if both are installed.

Roads from Kid Settlers overwrite DS Roads (and vice versa) as follows (I tested this in MM8 but I assume it is the same numbering in standalone DS Roads v4):

Blocking Dirt Path   = Wood Road 01 Alt45
Dirt Path      = Wood Road 01 Alt90
Wood Path Grass   = N/A
Wood Path Dirt      = Wood Road 03
Stone Path Grass   = Wood Road 02
Stone Path Dirt      = Wood Road 01 Alt135

 I don't have the numbers for EB Roads V17005 or RK City Roads v2.2b, but

Here is a pertinent quote from Kralyerg:

"You know how you can build a Stone Road directly on top of a Dirt Road, but not the other way around?  That's because roads have a hierarchy system where some roads can be built on top of others.  It's a numbered system, where the lower numbered roads can be built directly on top of higher numbered roads.

Here's some numbers.


-Colonial Charter AND VANILLA ROADS:

Red Brick Road    4

Brick Road    5

Quay Road    6

Moss Road    9

Stone Road    10

Sandstone    11

Gravel Road    12

Soil Road    14

Country Road    19

Dirt Road    20



-COLOR ROAD MOD:

White Road    22

Black Road    23

Brown Road    24

Purple Road    25

Blue Road    26

Green Road    27

Yellow Road    28

Orange Road    29

Red Road    30



-GRASSY ROAD MOD:

Gravel Road    38

Sandy Road    39

Sand Road    40

Desert Road    41

Plantation Road    42

Pasture Road    43

Crop Road    44

Swamp Road    45

Marsh Road    46

Verdant Road    47

Grass Road 3    48

Grass Road 2    49

Grass Road    50

Transparent    51



-DS ROADS MOD by Discrepancy:

Wood Roads

110-115


Stone Roads

120-139


Gravel Roads

150-154


Wood Chip Roads

160-161


Dirt Roads

170-177


Grass Roads

190-192


Garden Patch Road   

195



-End of Roads Mod by WinTin:

Dirt Road

900-914


Stone Roads

930-944


Earth Roads

960-974



So remember. The lower the numbers can be built right on top of higher numbers.

Side note: If two different roads accidentally have the exact same numbers (which has happened), then when you build a single square of the second road, every square of the first road will instantly turn in to the second road.  It's a weird thing the game does when it gets confused about which road you're laying because of the hierarchy numbers."

kid1293

Hi.
I wasn't aware of the CC numbers when I made the mod.
If I feel it is needed, I will look into it.
Up until now, it is only you who has commented.

Yes, semi-retired... :) :)

john_doe101274

I personally can work around it since I don't use those particular DS roads (often). I am debugging a bunch of stuff and posting findings in places where they might be useful. I really appreciate your monumental efforts over the years.

kid1293

@john_doe101274
Somehow it wasn't an obsession, it was a fun hobby.
I am glad that you like the job that has gone into it.
I have found peace with being retired. I always hope
there will come more modders.

If there is anything in the source code you need,
tell me and I can send it over. :)


john_doe101274

I do a little modding, but I can't do the models. If you send me the source I can make a personal fix for myself like I did with KidForestTrader and let you know what road numbers didn't conflict with anything (looks like the 140 range might be free).