Hello,
I would like to make perhaps some changes to the quarry, here is what I have made in the vanilla quarry.rsc:
(I also changed the radius and displayed it)
RadiusDescription radius
{
int _radius = 20;
MaterialInstance _decalMaterial = "Terrain/TiledDecals/SelectAreaMaterial.rsc";
}
DestroyDescription destroy
{
// ComponentDescription _replaceEntity = "destroyed";
int _damagedSkin = 1;
int _damagedDecal = 1;
PathType _pathType = Normal;
}
QuarryDescription quarry
{
PickingMesh _floorMesh = "Models\Buildings\Quarry\QuarryFloor.rsc";
float _maxDepth = -1.5;
float _initialDepth = -0.5;
}
Questions are:
- how can I achieve that after destroying the quarry, just a normal area remains (grasslands without hole) where I can build again?
In the setting above at least there is grass :) but I can not build on it.
Look here: https://worldofbanished.com/index.php?action=downloads;sa=view;down=452
EB made rock quarry that can be converted to fishery or deco swimming pool
thank you very much, I just downloaded and tested, the quarry looks great actually.
But I normally stick with the vanilla building where they exist, and my question was raised because I would like to use the space perhaps in another way (any way, like farm, road, houses) after I destroy the quarry.
when I do this with the mine, it workd (the // above in the destroy area) but for the quarry it does not. So my hope was that this is nevertheless a small line in the rsc perhaps.
the quarry dig an hole in the ground , thats part of the setup for looking as a real quarry. the Banished feature to dig the ground is permanent and cannot be reverse by demolishing it
or people need to use the flat tool
or make a new design which would look like a quarry without digging the ground. For sure the model the developper made , require to have the ground be digged.
or you can also test how it would look if you delete the code that make it digs the ground. at you to test that.
for that to delete :
QuarryDescription quarry
{
PickingMesh _floorMesh = "Models\Buildings\Quarry\QuarryFloor.rsc";
float _maxDepth = -1.5;
float _initialDepth = -0.5;
}
and also the call of the function in UI part at top of this file
// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;
// declare types that will be used
Description _descriptions
[
"ui",
"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"picking",
"highlight",
"interact",
"storage",
"work",
"radius",
// "quarry", <= this line
"statusicon",
"tracker",
"statemachine",
"cleararea",
"build",
"workplace",
"destroy",
"happiness",
"consumeproduce",
]
}
// layout of the entity
ComponentDescription destroyed
{
// how often to update
UpdatePriority _updatePriority = None;
// declare types that will be used
Description _descriptions
[
"map",
"zone",
"decal",
"radius",
"happiness",
]
}
yes thank you this works. I did not know that you have to disable the whole part there.
(as I thought that usually you also can build some (not all) things on a little hill / hole, but in this case not, only when it is really flat after destroying)
well this works for me, if I not perhaps always use the TinyQuarry by Kid anyway :)