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RKEditorChoice BETA13 open

Started by RedKetchup, February 03, 2018, 11:04:54 AM

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RedKetchup

gems can come only from the random quarry
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smurphys7

Some of my towns run out of wild pigs and wild birds.  I don't kill them.  I don't know where they go.

Here's a link to a saved game with a mostly empty map.   Where did the wild birds and pigs go?  Only deer are left.  At the Town Hall you can see I have never killed an animal.  Here's the same town before I blew up everything.  I can only find wild deer. 

You can load the map seed:  112084710, Small, Peak's Mountains.  Pigs and birds ALWAYS spawn in the lake to the southeast.  I started an Adam and Eve version, let the 2 die, and cranked the speed to x200.  After 150 years there were still birds and pigs.  The numbers were very low.  It is possible they would have disappeared after a bit longer.

I have other towns where I ran out of wild pigs and wild birds.

Nilla

I just looked into my present town, 75 years old about half of the map built on. There are white birds but I couldn't find one single pig.

RedKetchup

Quote from: Nilla on March 29, 2018, 11:42:53 PM
I just looked into my present town, 75 years old about half of the map built on. There are white birds but I couldn't find one single pig.

they has the same amount of chance to respawn as the deers : 1 per year.
keep in mind when you see deer they are not all deers : Bisons, foxes, hares, and wolves are using the deers graphics.

are you using very little map ? cause maybe there isnt enough place to have so many packs....
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Nilla

I use a big map, but as I said; 50% built. And I just looked once. I´ve never noticed that they would disappear. I only looked because @smurphys7 missed them. Last year my 11*2 hunters killed 2 boar and this year (winter) only one. So they are pretty rare and I guess they aren´t present every time we look around.

RedKetchup

i put the code of deer and the code of bear. and you can compare the lines inside :

Deers:

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Third;

// declare types that will be used
Description _descriptions
[
"population",
]
}

PopulationDescription population
{
String _name = "Deer Population";

// size of grid
int _cellSize = 36; // was 8
int _largeCellSize = 128; // was 64

// pathing info
PathBits _allowedPathing = Fast | Faster | Normal | Obstacle;
PathBits _disallowedPathing = Immovable | Unusable | Occasional;
bool _disallowZoneEntities = true;

// population
int _maxPopulationPerCell = 2;
int _populationIncreasePerMonth = 1;
int _populationDecreasePerHarvest = 1;

// if true, cell max array will be updated
bool _updateCells = true;

// type of herd that is displayed, if any
ComponentDescription _herd = "deerHerd";
}

ComponentDescription deerHerd
{
// how often to update
UpdatePriority _updatePriority = Fifth;

// declare types that will be used
Description _descriptions
[
"herd",
]
}

HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalDeer.rsc";
int _maxAnimals = 10;
int _minAnimals = 5;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 12.0;
}


Bears :

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Third;

// declare types that will be used
Description _descriptions
[
"population",
]
}

PopulationDescription population
{
String _name = "Bear Population";

// size of grid
int _cellSize = 36; // was 8
int _largeCellSize = 172; // was 64

// pathing info
PathBits _allowedPathing = Fast | Faster | Normal | Obstacle;
PathBits _disallowedPathing = Immovable | Unusable | Occasional;
bool _disallowZoneEntities = true;

// population
int _maxPopulationPerCell = 2;
int _populationIncreasePerMonth = 1;
int _populationDecreasePerHarvest = 1;

// if true, cell max array will be updated
bool _updateCells = true;

// type of herd that is displayed, if any
ComponentDescription _herd = "BearHerd";
}

ComponentDescription BearHerd
{
// how often to update
UpdatePriority _updatePriority = Fifth;

// declare types that will be used
Description _descriptions
[
"herd",
]
}

HerdDescription herd
{
ComponentDescription _animalType = "Template\WildAnimalBear.rsc";
int _maxAnimals = 10;
int _minAnimals = 5;
float _timeInAreaMonths = 1.0;
float _timeInAreaTolerance = 0.75;
int _grazeAreaSize = 8;
float _reproduceTimeInMonths = 12.0;
}
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Nilla

As I said i think they are there and will appear now and then, like in life hard to find. :)

Tom Sawyer

Beware! There are wolves in deer's clothing.. ;D

Turis

Quote from: Tom Sawyer on March 30, 2018, 06:22:33 AM
Beware! There are wolves in deer's clothing.. ;D
Hey, don't give me away!

smurphys7

I look forward to checking out the next version of the Beta.  Any type of town you would like to see or like to see tested?  I'm looking for a fun idea. 

RedKetchup

i dont have any preference... i just like to see screenshots (without UI , without Stauts Icon)
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RedKetchup

Quote from: RedKetchup on March 31, 2018, 10:34:54 PM
i dont have any preference... i just like to see screenshots (without UI , without Stauts Icon)

bah in fact... will have to retest all chains with all the changes to everything ^^ lol
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RedKetchup

#193
Beta 12 available !!!!!

Added :
Trading Post: Seeds (and Livestock). A new smaller, cheaper trading post to help you getting seeds and livestock more quicker in game. Cost: 36 wood, 27 stone, 8 iron, 80 work.
Medieval School is back. Good for 40 students, this school cost 48 lumber, 26 stone, 12 iron, 8 copper and 24 glass. 5x5 with road, you can build a floor 3 on it.
Deadwood spawns. Now the forest and the meadows will spawn deadwood which can be harvested for firewood.
Collect Deadwood Icon will help you to harvest those spawns manually. The gatherers will be in charge to collect those.

Fixes :
Fixed smaller barns dummies. Citizens will now get to the doors to pickup things.
Fixed Covered stockpile building process. you should get a proper build UI now.

Changes:
You will need 3 thatched-fodder now to make 1 shot of firewood (down from 5)
Made the grass available quicker for harvest in hope to boost the fodder farmers building.
Took out all extra storage flags from canal dock.
Added Firefighting capability to the water well.
Added auto pickup button on crops and orchards.
Seedings value is now 2 value.
Deleted the precious flag from all merchants, they wont try to sell you those anymore. they will still accept yours.
Mines&Quarries: It will be alot faster to get resources from all the mines and quarries.
Changed prices of those resources and lowered the amount sold from merchants in counter measures.
All professions should be in alphabetical order now.
I doubled the working units to build a root cellar.
I added a minimize button on all building windows i could add.

i lowered the amount of food across the board from -0.1% to -10%. fish got up though and greenhouse are 10% faster. Raw meat got the biggest cut, although the lowest new ones got boosted (hare/birds).
All 2nd tier processed food stayed the same though.

Various changes to work required to craft items in many buildings.

Enjoy !!
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RedKetchup

uploaded a Beta 12b. Please redownload the new one :)

Bugfixes Beta 12b :
fixed the Water Well. i deleted all the fightfighting thing from it.
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