Hello all !
Lately, i am trying to get back to this. It has been 6 1/2 years i left the work on making mods. 6-7 years since i released RKEC. ya March 11, 2019, 11:28:07 AM, already. Time fly fast.
i did play and enjoyed a lot playing world of warcraft a lot since. But lately, warcraft is kinda dying for me because most of my guild, my friends, got tired with time to play this game and they kinda disappeared one by one.
no matter what, we all evolve, we all change with time. Last attempts to still stick together (Pandaria classic) failed and people gave up. Many of them are kinda waiting for Classic Plus which maybe will happends in a future. Me too, i hope and look forward to.
Me too, my life has changed a lot lately, i finally left where i was living for 30 years and now i am comfortably installed in a residence for 60+ years old people, and kinda living a different life, a new setup.
I still spend my days on internet. Following a lot of what is going on in the world, with the possible WW3 at our door (i hope not, that scary and bad). Lately i tried and wished a few time to get back to mods. I need to fill my time. I loved so much to make mods and i think i accomplished a lot, with a lot of success even if i never really got the recognition i think i should have deserved for what i did. I even been treated as shit and totally badly insulted by some die hard CC/MegaMod players for having some different points of view on a few things. I believed i had the right to have my personnal belief and opinions and people clearly didnt respected that.
So lately, after some difficulties to get back, been frustrating to have forgot everything since those years, I lately kinda better to remember all of this. It is a long (and sometime painful) process of rehabilitation i am going through. But i think if I put the will, put the effort to learn back all this, i can succeed my quest with even maybe more developments in my knowledge to make mods for Banished. (who knows, maybe i will succeed to learn to make 3D animations assets (which stopped me completly to make mods cause Rise of the Pharaoh absolutely needed its own animals and i had noone to help me on this). i know it will take long time to learn and will need to put an incredible amount of effort and it will be a slow process). I hope if i really give time to it and fully accept the huge challenge... I will need to accept to be very patient with myself.
I still played Banished RKEC for time to time during those years, and playing more since i kinda play warcraft a lot less since few weeks.... 7 years ago, me and Kralyerg we sat down together and we succeeded to make a good and fair agreement about the limits we could shared when the developper gave us that feature. Our goal was to make all mods compatible so people arent screwed with incompatibilities. I think it worked well.
But since i always played and still always play with RKEC ONLY, my games are always limited with some ressources limits i never used in RKEC and i always wished to have some more useful setup for my games RKEC ONLY. (like limits for lumber, copper, copper ores, iron ores, metals, gems, tier 2 and tier 3 products, etc ...) I am presently working a new build for a RKEC Stand Alone version for myself cause i dont play other people mods like CC or MM.
I am sorry ><
So i am slowly get back to it, and i pretty much made myself a new limit setup and succeeded to make it work and compile ( YAY ! ) this picture gives you a preview of how is looking right now. I succeeded to do this, so it is progress LOL.
NewRKEClimits (https://mega.nz/file/VEknlQKC#1KkQp8YskDSNsM5FhB8fqJQVKPKzUTgFyo1wSJ2ItJY)
For my game perspectives, it will be extremly awesome to have Lumber only limit, Copper and Copper ores own limits, iron ore limit, etc... which will give me more precise control on my towns . That's a must.
I think i always kept the desire to share with you guys what i am doing, and it won't change hehe.
So That's it. It has been a long post, a long read for you to make (if you effectively did lol).
I believe there will more development blogs to come. I hope
Take care all. Keep yourself safe.
I'm glad you're still around, modding or not. Dabbling in modding again will help keep your brain active. Synapsis all firing and whatnot.
I kinda hope we all come back/stay with this game because it's so chill. With the world a mess and so much hate flying around all the time, this site is a respite from it. I'm glad it's still kicking, well the site and you too RK! :)
Think we all have things we yearn for in the game. Myself, I love all the different foods/meals and am a sucker for any new mod that has new food/meal items. Statues too! I love Rimworld for that, so many options lol.
Always happy to hear from you. Whether it's new mods or updating old ones, keep tinkering!
Wishing you luck, Mr.Red, in whatever you decide to do. :)
since my status UI, my limit UI, my townhall UI works perfectly with my new limits...
i am working on my Trading post now. the trading post crash as soon i click on it :(
hehe i can say , the lack of hints and infos when you crash is so painful. you have no idea at all why or what make your building crash /cry_hard
been over 3 hours i am on this lol
YAY i finally resolved the issue with the Trading Post :)
the issue was all about the merchants, looks like.
here a screenshot of the trading post UI about making autobuying. i have now access to all my limits and the amount i can autobuy ( example buying a certain amount of lumber... iron ore... copper... etc :)
Trading Post Autobuy everything specifically (https://mega.nz/file/NItTmTQY#o6j6UdwzvfK1fLrJjY_uIQ7_6NySWF2h5ZkWDRk3siQ)
So .... tonight, i decided to change a bit of things, graphically speaking.
i know i am getting old and my eyes... arent the same anymore ^^
so i decided to switch some 16x16 icons to 32x32 icons. it makes the icons a lot clearer, versus a bit of bigger UI windows.
the 32x32 changes has been applied to :
the Status window, the Limit UI window, the Trading post Order tab UI, and the Townhall limit UI tab.
New Status and Limit windows (https://mega.nz/file/hA91GRhL#j6R0u2ovV3JGHKDfmWYliRRp1fZhrhmyuRNSdOLccHE)
I love it :heart
Hi
@RedKetchup I wish I had the guts to make a comeback. The sad answer is that I feel sick
just thinking about all it entails. I got burned by modding too intensely and too much.
I like my retirement, but I agree that the time we had here was a good period of my life.
I am also getting older. The times can be hard if you don't have a hobby.
Thinking about you. Be well.
I am so sad to hear about you feel sick lately, thats sad. i hope you gonna get better. sickness sucks so much
take care of you, my friend
<3
Thanks for your concern. :)
You got me thinking. (Abandoned will like this) ;)
What if I do like you do and start going back, stop when it is too tough,
but a little now and then?
There are mountains of knowledge hidden. You inspire me to, at least,
get a hobby. The site is still in good condition (thanks, Kral)
and I can see some of the old people here now and then. I miss this.
i take it you kinda miss terribly to work on something sometime :) it has been years i always wished to comeback but ... i never really did it since lately.
when you spend a lot of time on this... and you stop... it always tickle us up ^^
i kinda been lucky to have warcraft to occupy my time during those years. When we are a retired person, you need something to fill your time.
all depends if we found something to do, so up to you.
btw i have a question : what is the difference between _wantflags and _buyflags for the merchants ? i remember 1 paid more for your goods to sell but i dont remember which one pay more (like example one will pay 3 for firewood while the other will pay 4. do you remember which one ?
in original trading post template, the developper did set the food merchant to _buyflags Wood | Stone | Iron | Fuel; instead of _wantflags. thats the only one who has _buyflags.
so i assume (till i will test in game) _wantlags pay max for your goods and _buyflags will pay less.
want: really want those and give you full price ; and buy: bah, if you insist, i ll buy, but not my priority ^^
I checked with Google Gemini and got the following answer.
The price difference you noticed is real, but the term _wantflags doesn't refer to a "regular" merchant. It relates to the act of ordering goods.
Here's the breakdown of the distinction and the answer about the prices:
1. Which One Pays More (4 per Firewood): Standard Trade
The base trade value for Firewood is 4 trade units.
The merchant who pays 4 for your Firewood (the higher price) is typically the General Goods Merchant and most of the other traders (Resource, etc.).
This is the standard "buy list" price for the merchant. It's the value they pay for items you have available at the Trading Post without any special requests. In the game code, this is closer to the "normal purchase" function (_buyflags).
2. Which One Pays Less (3 per Firewood): The Food Merchant
The merchant who pays 3 for your Firewood (the lower price) is the Food Merchant.
This trader is notoriously a "cheapskate" for non-food items and has a reduced trade value for your main export good.
3. The Meaning of the Flags (_wantflags vs. _buyflags)
In the game's code, these flags define the difference between what the merchant brings "on their own accord" and what they bring by order (and charge you more for).
_buyflags: Represents the items the merchant is willing to sell to you at the base price (no markup), or the items they are willing to buy from you.
_wantflags: Refers to the items you, the player, have ordered (in the Trading Post's Orders tab). By actively "wanting" something, the merchant brings it, but they apply a 25% price increase to the base value of the product (with some rounding).
In Summary:
The price difference you observed (4 vs. 3) is purely based on the type of merchant visiting your post (General Goods vs. Food). The term _wantflags is related to the extra 25% cost you pay when ordering seeds, livestock, or other resources that weren't brought spontaneously by the ship.
Hope this helps!
thx.
what i just noticed that food merchant is buying firewood at only 3 per instead of the others pay 4. and food merchant has firewood at buying (not wanted) so it is what i thought.
_wantflags = full price
_buyflags = cheaper price.
and has nothing to do with the prices he want to charge you for what they has to sell
only order specifically will charge more than usual.
so i ve gone back and check the merchants. i added only 1 merchant : industrial merchant which take care of later tier1 and tier2 goods.
i also made sure all the type of merchants has a list of what they prefer to buy (full price) and a list of will still accept (at cheaper prices)
and the lists are all different for each type of merchants. making them more random.
all the items, have someone pay max and have someone who will pay less, and even someone will refuse totally.
so there are all my merchants:
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantGeneral";
int _itemCount = 15;
RawMaterialFlags _sellFlags = Wood | Stone | Iron | Fuel | Tool | Health | Edible | Textile | Clothing | Grain | Fruit | Vegetable | Protein | CoalFuel | Alcohol | Custom2 | Custom3 | Custom7 | Custom8;
RawMaterialFlags _wantFlags = Tool | Health | Edible | Textile | Clothing | Grain | Fruit | Vegetable | Protein | Custom1 | Custom2 | Custom3 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = Fuel | CoalFuel | Alcohol | Custom0 | Custom4;
}
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantFood";
int _itemCount = 15;
RawMaterialFlags _sellFlags = Grain | Fruit | Vegetable | Protein | Edible;
RawMaterialFlags _wantFlags = Tool | Health | Edible | Textile | Clothing | Grain | Fruit | Vegetable | Protein | Custom0 | Custom1 | Custom4 | Custom5 | Custom6 | Custom9;
RawMaterialFlags _buyFlags = Wood | Stone | Iron | Fuel | CoalFuel | Alcohol | Custom2 | Custom3 | Custom7 | Custom8;
}
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantGoods";
int _itemCount = 12;
RawMaterialFlags _sellFlags = Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | CoalFuel | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _wantFlags = Custom0 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | Alcohol | CoalFuel | Custom1;
}
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantIndustrial";
int _itemCount = 12;
RawMaterialFlags _sellFlags = Wood | Stone | Iron | Custom0 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _wantFlags = Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom6 | Custom7 | Custom8 | Custom9;
RawMaterialFlags _buyFlags = Wood | Stone | Iron | Tool | Textile | Clothing | Custom5;
}
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantSeed";
int _itemCount = 4;
RawMaterialFlags _sellFlags = 0;
RawMaterialFlags _wantFlags = Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | CoalFuel | Alcohol | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom7 | Custom8;
RawMaterialFlags _buyFlags = Custom6 | Custom9;
ComponentDescription _additionalItems
[
]
SelectGroup _naturalResources
[
Crop,
Orchard
]
}
{
StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:merchant";
String _merchantName = "MerchantLivestock";
int _itemCount = 3;
RawMaterialFlags _sellFlags = 0;
RawMaterialFlags _wantFlags = Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | Alcohol | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom7 | Custom8;
RawMaterialFlags _buyFlags = Custom6 | Custom9;
ComponentDescription _additionalItems
[
]
SelectGroup _naturalResources
[
Livestock,
]
}
I think CC/MM mods added many more merchants like 1 for just textile, 1 for just fruits, 1 just for meat, 1 just for grain, etc.... but i feel it is too many, can be hard to get a merchant back when you ordered him to bring something specific. This is why i only added +1 merchant
i changed and boosted the number of weight a citizen can carry by +20% from 100 weight to 120 weight. it is just a little boost
i made sure to update the flags that goes inside a barn or outside in a stockpile since all my flags changed.
Now tomorrow, i will start to integrate this into RKEC lol
i know i want to change many things inside RKEC :)
like maybe a few new chains....
also integrations of some finished products like ... furnitures as resource to be able to make multi-floor buildings...
a system for discovering new technologies and try to integrate this and be a prerequisite to be able to craft things. i have an idea on this :)
like need to discover glass crafting technology to be able to build the GlassMaker building to be able to craft Glass and Glasswares...
need to discover brick technology to be able to build the KIln building to be able to craft Bricks and Rooftiles....
need to discover jewelry design to be able to build the GemCutter and Jewelry buildings to be able to process gems and make rings/necklaces...
are a few example.
it will add to the game, an evolution of the settlement, of the town as the years are passing.
and prevent to build things before a certain evolution of our towns.
from the cradles of civilization towards the modern days. I dont know how far i can go into this... like i wish we start as a gathering civilisation and evolve into a more sedentary society by discovering agriculture. passing from stone age to bronze age and iron age....
QuoteCommon Characteristics of Ancient Civilizations :
Cities and Writing: They developed cities and invented writing systems.
Agriculture: They relied on agriculture for sustenance.
Social Structure: They developed complex social structures, including class systems.
Technology: They domesticated animals, used pottery, and learned to work with metals.
Bah, i started a bit to modify RKEC :)
I added all the work i made so far from the new limits flags i did since couple of day and integrated it into RKEC
and i started to add things from RKEC.
added all terrains, all maps, all starting conditions
added the extended build requirement window (4-5-6 resources to build a building)
added all trees, all orchards, all crops, all wild animals, all livestock animals, all things that should spawn on the map.
I added all ressources we can gather, make or craft and checked/changed for all the flags to the new reality when necessary.
so far everything work super well !! :heart
I am totally surprised i didnt get a lot of crashes ^^
Tomorrow though , i am gonna start to add the buildings. my things won't be placed in the "Communauty Icon Toolbar" anymore. I am getting rid of ALL those extra clicks and extra toolbars. All kind of houses will be in housing... all technologies/chain buildings will be in resource icon ... all food buildings will be in food toolbar...etc..
Everything at the root toolbars :)
You are doing fine. :)
I was inspired by you, and now I'm taking a look at some old mods. :)
And some newer work in progress. We'll see what happens. :)
Quote from: kid1293 on September 29, 2025, 08:11:22 AMYou are doing fine. :)
I was inspired by you, and now I'm taking a look at some old mods. :)
And some newer work in progress. We'll see what happens. :)
Woah Nice !!!
I feel i renewed your interior flame :)
<3
A new day, today :)
I started by adding All regular buildings new skins i did modeled. The replacement models i did for the basic game buildings the developper did for his game :)
All regular buildings new skins (https://mega.nz/file/YZ9FBCLR#qkesKsGd4qBr7KNtzpbT8F1GWfXIyIIux3_NyVZxcfc)
I will need to modify a few buildings limits like Blacksmith... Tailor... (because i added specific limits to iron ore, copper, copper ore, etc...)
maybe add textile limit to pasture (cause animal can give leather and wool) and maybe crop too (cause we can plant flax and cotton) which i never did.
Not sure what i will gonna do with the very old mine and old quarry cause i never redid those, i ve let them there and designed new ones.
Alright :)
so i added / modified the limites for :
Blacksmith : Added Copper limit
Tailor : Added Textile limit and also lowered the number of cotton/flax required to make cloths/linen from 12 to 10
Crops : Added a textile limit (for cotton/flax seeds) and also succeeded to learn to put it to the right (instead up&down ^^)
Pastures I did the same for pasture, textile limit to the right
BS-Tailor-Crop-Pasture (https://mega.nz/file/5cs0US6a#Uda8XqJ3pFmbxtO7vq-fnNuZrKtuEe1x_A399-GI0tw)
so far so good ! I am so happy to get back to it and relearn everything :D
I worked a little again after a nap :) and next in my resource list were : the Food Lodges :)
so i added all the 17+5 (22) Food Lodges and i also boosted the spawn chances cause they were mainly on par with normal wild food results which i was wondering the utility to build it. so i made them just a bit better , a +0.1% spawn chance (from 0.4 to 0.5) even if the % seems small increase, i am certain it will be very noticable in game.
And also, if you remember, it is not the Lodge which harvest the food, but you need a gatherer hut around. It is the gatherers' job to do it.
Food Lodges (https://mega.nz/file/pB0mxAIQ#mNlQc7VFJUblQbwb8616PeGa5s750OznkXDeFv2R588)
i will maybe make some changes later because, as you know, you dont need the seeds for those, dont have to wait the boat and pay 2500 hehe. so i ll see, i have some ideas.
Next in the list were the Pond and the Apiary :)
Not much trouble there... man, this Pond with moving water ... IS A GEM ! So beautiful !
Pond and Apiary (https://mega.nz/file/4I0CSJaD#-GOtKmSZoBhhWQAkorB_U8zFX8cegNsfji79S3D42B0)
As you can see, everything mostly go direct in the basic toolbars :) the food toolbar, directly accessible. (saving 3 clicks on this ^^)
Last one for today, i mean last 3 lol
Charcoal Kiln, Lumbermill and Foundry :)
the kiln gave me some trouble cause a bad selection of UI based on the woodcutter, i resolved my problems with the lumbermill UI. I lost a lot of time on this one.
Kiln and Lumbermill and Foundry (https://mega.nz/file/YQFzyLgB#8OHrXM80K7eersfHR9kMPe-X6H1z7g-Cmxz4-wsRUVA)
as you can see in the toolbar, the kiln and lumbermill are right after the woodcutter and the foundry after the blacksmith :)
After sleep , tonight, i will continue. it is starting to take time to compile hehe, i need to put some things on pause ^^
Have a great day ALL!
Have a good nap, and think before you mod. :) :) :)
It sounds reassuring, and I am glad you are back for real. :)
Well, while you're in the mood for updating mods I was wondering if you could make the trees in NMTOrchards immortal so they look better in game play.
Quote from: Glenn on September 30, 2025, 02:34:15 PMWell, while you're in the mood for updating mods I was wondering if you could make the trees in NMTOrchards immortal so they look better in game play.
maybe, if you can, remind me after i finished RKEC Stand Alone :) i'll do it.
Meanwhile, I made a new Toolbar Icon, just side and after the Resource Toolbar named Advanced Resource Toolbar.
This toolbar will hold all the advanced resource buildings. The first 4 icons are for :
Clay Pit followed by the Brick Kiln, then the Sand Pit followed by its Glass Maker Building.
ClayPit BrickKiln SandPit Glassmaker (https://mega.nz/file/9I92Cb4B#ZvMgYDT3kM4uakIe3v9yLENvUffH21aZZudGW4Mrkfs)
They didn't gave me troubles since they already had the good limits : Materials and Constrution Limits :)
Oh and also, i boosted the Clay production while i lowered the Sand production :P
Clay production is now 2 to 4, Sand 4 to 8 but it take X2 more sand to produce 1 unit. Should be equal now overall.
Next 2 buildings : the Gem Cutter and Jewelry Maker :) everything was fine there too.
Such so much beautiful Models :heart
Gem Cutter and Jewelry Maker (https://mega.nz/file/wIt2zZoK#tzu0v0q3NCT0SNkVxyhN4RWneyxFCCF3ReZudQ3CaZI)
as a reminder, when you get Gems, we don't know yet what we've got. It is only when the gem cutter processed them we know which kind of gems we've got ^^ cheap ones or pricey ones.
The Jewelry take them and do precious things with those. It is maybe a lot management but the final product prices are very high. It is a valuable high management alternative.
Candle Maker and Furniture Maker. More beautiful buildings :heart evrything was fine there too :)
Candle Maker and Furniture Maker. (https://mega.nz/file/JAckFZyQ#vks17Tb_jgfUXkARmmu5kWDBzXiiVLYw3yvo4QCMZ5E)
Candles, using beewax from the Apiary, is used to extend the mines and quarry further level deep down to expand their life without having to destroy them.
Furniture, although a good valuable asset to sell, will gonna be used now to build Multi-Story Housing and buildings :)
the first floor will use cheaper furnitures while the higher level will use more pricey ones.
Parfumery, Weapon and Armor Makers.
so much details in those buildings, specially the Weapon and Armor makers building. Man, I spent so much time to make those models :heart
Parfumery Weapon and Armor Makers (https://mega.nz/file/ANNjHbqJ#x824-hO8kGtCpFS-RAsMzMhD4-YGSzQz7lXrt6BxO2g)
Those goods are only for sale. they have good to very good values and their purpose are for sell, giving a better alternative than selling the lame common firewood :))
Added the 2 Little Chapels made by EB back in time, 7 years ago.
and added my 2nd Forester Lodge which Only plant my new set of tree models.
the 2 Little Chapels made by EB and the New Trees forester (https://mega.nz/file/ZddUBRrZ#Ua5pspw-LoC1EIJrea7YEKAOoU7GNVUtJBbrhAX14sU)
all at the root toolbars :)
Added the Greenhouse (transparent windows are so awesome, it gives a nice touch)
and added the water well (for drinkable water) and the Water Tower (more productive than the well)
Greenhouse and Water (https://mega.nz/file/FJtXjR7J#bx-2Ar_Hfy3wQjAov4RyP4mEkyaxz0xSiVOBHaCNXCw)
keep in mind, this water well cannot be used to extinguish the fires.
Fooder farmer, Florist, Stable and Fodder Barn
Fooder Farmer is a kind of Forester lodge but it plants only Fodder resource.
Florist is a kind of Gatherer Hut but it only harvest flowers. both are meant to work together cause the fodder will make spawn the flowers to harvest. The florist doesn't plant. Flowers is used to make perfume.
Horse Stable is producing Fertilizer if you nourish them with Fodder and Water. Fertilizer is used in the Greenhouses.
the Fodder barn will hold Fodder but it can happends it will also hold other materials Flag.
Fodder Florist Stable and Fodder Barn (https://mega.nz/file/RINimB5Q#0UlRLiuVL6dI-YqKVn3BMZbMAdCRJQKaUOHrSGsxLy4)
Last ones for tonight.
Alright , it is a new day :)
I've been mostly on food presently and i made a few changes.
First i made a new toolbar : Advanced Food Toolbar, just next to the original Food bar (it has a red plus in the icon)
I put all the new icons in it cause they are advanced food production and the original food bar was getting a lot bigger. want to keep it simple as you look at the bars.
and i did add inside:
Apiary, Wood Butcher, Wood Bakery, Water Well, Water Tower, Greenhouse, Windmill, Watermill, The 2 Orchard Lodges Toolbars, Red Creamery.
Advanced Food Toolbar (https://mega.nz/file/gYVwnaYC#xYgixg8S6kjN8hck3BZ33lKhTBZsegWEXFL6A61LUIk)
Also, i show you what the original food bar how it looks now :
Crop, Orchard, Pasture, Fishing lodge, Pond, Hunter Cabin, and Gatherer Hut.
Looks great setup so far :)
WOAH!
lol. Since i changes some limits around. some items are changing flags like beewax. Some flag are getting inside a barn, and some are going from barns (hidden in a barn) and go to the stockpile (which need a graphic that show the item in the stockpile^^)
Beewax is one of thosee items which needs extra graphics for when they appear inside a stockpile. and beewax dont have those (always been hidden in a barn).
So i had to open 3dsMax for the first time in ... 7 years lol. I maybe didnt lost too much knowledge about how to make code... thats totally different about 3dsMax and how to make models ^^-
Man ! 3dsMax is sooooooooooooo complicated :-X
After a lot of time, i think i succeeded to make that (see screenshot). now i have to go in game to see if ... it is OK lol. i strongly doubt that is 100% perfect but i need to see LOL
Beewax piles in 3dsMax (https://mega.nz/file/dAFBwQjL#IjEy1MAlnuwU__Ju-yDtzqgqaZbou_hEiVXxMS7zLPg)
Thats rough, 3dsMax is rough !!!
lol something wrong ^^
the piles do go up while it should :-X it should switch from pille0 to pile1 to pile2 :-X
it look stay the same and at some point, a 2nd one appears :P
also the pile meshes are too big. I need to find out what is going on lol
Beeswax graphic wrong (https://mega.nz/file/5M1TmYhK#ZQlhVjYS-9_PNljsvJDcMx2M236nbvSEL7dmJ4p8kW4)
EDIT: i tried to resize the piles smaller... now they dont appear in the stockpile lol
YAY !!! FIXED !!! ;D ;D ;D
so happy ! haha. yup 3dsMax is .... hard lol
but i finally fixed everything. got some old memories.... back lol
Beeswax fixed yay (https://mega.nz/file/1JkyyKxA#9MftnIK9FsqghDTvaSerCe2pRQzc8lv7VXVvQZk7BiA)
now i can continue where i was .... making candles to test to upgrade the quarries (iron quarry, rock quarry and random quarry) up to lvl 5 (cause you need candles to upgrade a quarry when exausted)
GOD, i hope i didnt put the candles in the stockpile too lol
EDIT: ooof, they go in the barn lol
Alright last post for tonight because this one was huge to do. i am exausted.
3 different Quarries with 5 levels EACH.
Iron Quarry : Can be used to get Iron Ore and Copper Ore. Can be upgraded 4 times from lvl1 to lvl5.
Stone Quarry : Can be used to get Stone, Coal and Salt. Can be upgraded also 4 times from lvl1 to lvl5.
Random Quarry : All resources above plus gold ore, Silver ore or Gems. Can be upgraded also 4 times from lvl1 to lvl5.
Iron Stone and Random Quarries (https://mega.nz/file/kUtCkSTY#aMaPHv7uRQVlosVZW-P-REMPne0A10E0mK_m_jFGoMg)
They cost more logs and more candles furthermore you mine deeper :) But they last longer deeper down :)
from 1000 resources to 2000 resources to 3000 resources to 6000 resources to 8000 resources for the last level
a total of 20,000 resources before you need to condamn it ^^
i am kinda on pause for today ... exausted (didnt slept yesterday and got a wardraft raid at noon today and gone to sleep at 4 pm lol
i only did the Wonder Cathedral ( i reversed some nerf i did in 1.3 and double + the amount of material needed. i really did made too cheap last time lol)
and did the Lighthouse.
Cathedral and lighthouse (https://mega.nz/file/VYVjURRZ#9ko1vHRlPXRALMNBpW2-NpQmcSyFjU3Gg3IzMh9ZIUY)
That's all, sorry
After watching a couple of movies on Prime i did a few more buildings :)
Dried Shack : takes Meat and dry it to double the amount of food. (work a bit slower)
Old Smokery : takes Meat and smoke it to double the amount of food. (need 1 firewood too)
Old Saltery : takes Meat and cured it to double the amount of food. (need 3 salts)
Old Creamery : takes Milk and do some Cheese, cream, butter and yaourt (yaourt nned fruits)
and also i did :
Malt House : which takes Grain products and makes some malt for beer.
Salt Mine : which is working to get salt from the salted grounds.
Dried Smoked Salted Meat and Old Creamery (https://mega.nz/file/tdlTGSZR#pl4vqAU4Wd7WrToEyT0gdjrQoT9fepYpLRfRl-5SpLc)
Malt House and Salt Mine (https://mega.nz/file/dc0HiKyY#cnGu-ZR4jIVvHGr2XMJVSdgfiOV4R8PHKv0-ZDN5uZc)
In RKEC buildings are kinda unique :) I love it.
I will do a few more this morning
And I did many Advanced Storage i had. I made a new Toolbar Advanced Storage i've put next to the barn and inside there are:
Normal Barn : same as the standard one and hold same flags with a capacity of 8000 weight.
Medium Barn : smaller than normal and hold same flags with a capacity of 6000 weight.
Small Barn : very smaller than normal and hold same flags with a capacity of 4000 weight.
Tiny Barn : a very little one that hold same flags with a capacity of 2000 weight.
Granuary : a powerful barn for only the edibles with a capacity of 12000 weight.
Root Cellar : a small footprint storage mainly underground just for vegetable and fruits, capacity of 8000.
Meat Locker : a very little one just for meat with a capacity of 3000 weight.
Forest Barn : A barn for things we mostly find in forest with a capacity of 10000 weight.
Fodder Barn : i will also switch this barn made previously to this toolbar.
Advanced Storages (https://mega.nz/file/lcd0lIoI#pmyxEJ1f9VY5Z-OCk1kzeZyOPXR38Go2_hOqkzowSAk)
Enjoy! >:D
Hello, today i paid a visite to the services toolbar :) I added a toolbar inside services named : Advanced Services Toolbar to keep the original one clean.
Added those buildings:
Medieval School : 40 students, need 2 teachers
BathHouse : While attracting people for health, citizens can take their herb and go there for their boost of hearts.
Barbershop : Serve a very very limited hospital in epidemics (5 infected), people can use herbs also for hearts.
Dentist : Serve a very limited hospital in epidemics. (10 infected), people can use herbs also for hearts
Clinic : Serve a very very limited hospital in epidemics (20 infected), people can use herbs also for hearts.
I didnt put any attractive feature at those cause epidemics ^^ i am not demonic lol
All those buildings are compatible with multi-floor buildings.
School and Epidemics (https://mega.nz/file/BUEQ1ALb#KzOE1Cw90D3M912vCyRkLskhpxoImdeM6IiJ2eytBi4)
I also switched the LightHouse and the Wonder Cathedral at the end of the toolbar.
Well, I think my brain is not working properly tonight. Lot of issues. :( so i will only do this tonight and go ... watch a movie.
Made an Advanced Market Toolbar and i've put all 5 advanced market buildings which also accept Multi-floor housing over them. I've got to modify some to meet the new flags reality.
Grocery Store : Provide citizens with food only.
Supplies & Goods : Provide citizens with everything else they need for their house.
Building Construction : Provide builders for most of all materials needed to build buildings.
Hardware Store : Provide workers for most of the material needed to craft things.
Precious & Sells : Mostly a good stockage place for everything that is mainly intended to be sell for goods.
Advanced Markets (https://mega.nz/file/sQ8k0QQI#Kj85qy5Bc1R5mOwCSR3SZShVvRGZiiboZZwXxIafXUI)
I will continue tomorrow :) Take care !
So I did a few random things. And I remembered a crazy game issue the game has and never been fixed : Alcohol.
But first I will talk the easy things i added :
Fenceless Pasture : Same as Pasture but no fence and not flattening the ground. it will keep the hills. cost fodder to build instead of logs.
Medium Market : A smaller version of the real market. Smaller footprint, smaller storage. Smaller radius.
TP Seeds & Livestock : A modified Trading Post for just Seeds merchant and Livestock merchant. Cost less to build.
Old Barn Pub : i modified it a bit. Mainly craft Meal from 2 meat 2 vegetables 2 alcohol. and if you succeed to gather those, it will give you between 18 to 24 food with all food tags. so for 6 items, to can get 24 items. very powerful. It is some kind of restaurant ^^ (LOL maybe i should add more restaurant in game like ... Chinese Food Restaurant ... Taco Bell ... Domino Pizzeria HAHAHA)
Now the issue while i added the Ale Stand :
Ale Stand : Building market just for Alcohol. I remembered a game issue. The alcohol consumption is totally outside of any control. Unlike Herbs and Heart back from Herbalist Hut, where citizens can get an 1/2 heart back every 3 months... The alcohol, i am not even sure it gives 1/2 happiness as should be intended... has no time limit like Herbs, they drink 1 after the other within 1 second and continue till nothing left. And the biggest issue, it is not just Adults, the big problem are the children. they have nothing to do in the game than go idle till they have a job. So they are not restricted to grab alcohol and it is crazy and stupid. Imagine a bunch of 2-4 years old kids drinking 500 beer in less than 3-4 minutes ?? that realistic ? Thats totally a non sense at all. So i completly deleted that feature from the Ale Stand and the Tavern too.
I would like to hear your comments on this !
Screenshot of the buildings: OldBarnPub AleStand TPseeds MarketMed and FencelessPasture (https://mega.nz/file/VN0lGTKZ#sOsO1j1dQ7UB2kF5HqWYgZIY0QPMs13vtt_O23YBR1o)
When I started playing, I didn't have the slightest desire to make alcoholic drinks, but since I enjoy playing RPGs, I put my reservations aside and started using the drink creation mods to give happiness. I ended up liking the idea of the Ale Stand and the Tavern that sell food and drinks in the game, even though I'm not an alcohol consumer.
Your observation really shows that it's very strange that children are already getting lost in drink. Of course, many players like the idea of giving their citizens a drink.
I loved the idea of having restaurants instead of just a place with alcoholic drinks. We can very well create new beverages, like juices and sodas, for example.
ya same but that is the ethic issue that trouble me. the children go idle till they are student and they are crazy on this.
also with Meal chain production, i give a use for alcohol.
I did made some other test like using the Healer{ } function with giving the require item = alcohol and didnt work. they just go pickup an herb and go to ale stand/tavern with it. the game ignore my alcohol command
Also the ale market refuse to go empty the tavern for its ale. so i deleted the storagelocation function from tavern so the keep them on the ground. And when i did gave the permission to barns to allow storage of alcohol, citizen started to fill the ale stand directly which was nice to see.
Later tonight, i am gonna start to add some housing. i am also planing to add some colorful housing that never made it to RKEC :) because i think i did model those after
so i did work many hours to start to add housing.... i added
Colorful Little house (housing with 2 lvl, super popular)
Boston House set 1 and set 2 (2 different set of color)
Country Little House set 1 and set 2 (2 different set of color, housing with a stock pile to the left and pantry to the right)
NMT Little House set 1 and set 2 (2 different set of textures (1 with stone/brick 1 with painted wood) that allow being place on water edge)
and i noticed 1 of my model (in all painted wood colors) is wrong. Not sure why i never noticed that. One of the model does not have the extra deep foundation below the ground that can match the river/water :( they look suspended in the air.
i will have to fix that before the release. i will have to relearn 3dsMax for that /cry
Here the issue: i have to fix that (https://mega.nz/file/0ctiCAJa#vwIMCWDrsJyUmFDIeHmjWpWCuL5GLO-aq6293hufB1s)
Gonna pass for the moment. not doing this tonight ^^
Hello !
I spent the evening to go in 3dsMax and learn to fix the problem with one of the models of NMT LittleHouse set 2 which was kinda floating in the air near river. the extra foundations were missing.
and i did that for all 12 colors :)
NMT Littlehouse2 fixed (https://mega.nz/file/wN1XmaQZ#d2STDw5gfO9gzspYWrsFxzIn6YlFRhHzan5lKQCFw9w)
since i ve gone in 3ds max lately, and try to re-learn how to make models...
and since i am in the housing presently...
i had the idea since before i was coming back to add another more actual set of Colorful Little House. that mod is so popular , everybody loves it.
bur man ! it is so hard to try to remember all my tricks to do things. the process is super slow LOL, could take an hour to search through menus and tools ^^
i took all day yesterday to make 1 model based on the 1st floor of Colorful Little House, 1 color. the 9 other colors though sould be fast cause the way i did it, just need to modify a bit the UVmap.
new CLH.png (https://mega.nz/file/sQ8Q1aRZ#oqDxfILaq0_mskYifCtOaTol4DS7C6nlxQwuooXDzek)
my .png file is a lot more optimized for PC resources than i did in the past ... i can make 4 models per .png
I will do all the 1st floor color and after i'll go make the 2nd floor :)
4 colors made already :)
4 color made already (https://mega.nz/file/JcNAgLQB#V1cEz4RSYVTw3oJMqM0aLkxbdtUmYv6wxXM0ZGC1CqY)
There is 12 colors in fact ^^
there is 12 colors in fact (https://mega.nz/file/YA1gjTpT#BstJANl3hwQhfyDkn6EBeNTP8oDdPj3z3K8YMrJ4nB0)
If i am not posting anything since yesterday ... this is because i am gone on 3dsMax to draw some housing and i have nothing yet (till i finished them and they are in the game) to show. i will possiblily posting something at the end of the night or tomorrow :)
Hold on to your hat and sit tight ^^ ;D
Am so glad you posted on Facebook so I could see you were back <3 Am very happy to have you back around.
* * * NEW HOUSING * * *
Done !!
I made and added a new housing set : Set no 2 of the very popular Colorful Little House ;D
took me a couple of days :)
i am so rusted lol
Colorful Little House set 2 floor 1 in 3dsMax (https://mega.nz/file/YA1gjTpT#BstJANl3hwQhfyDkn6EBeNTP8oDdPj3z3K8YMrJ4nB0)
Colorful Little House set 2 floor 2 in 3dsMax (https://mega.nz/file/sZdj3BhB#x0GOdgXw_u1Kw8l2c1F4nePhW4waXNbB3CSZBPi_zho)
Colorful Little House set 2 both floor all colors in game (https://mega.nz/file/QA8DQSSa#qc8SdfG-UCYlgjfYlg7a0dO4NxdDy1JuBVk_Lgn7HBs)
a few little details to check and fix, and they are kinda ready ;D
Colorful Little House is very popular and that mod was the very first housing mod i ever done, a decade ago ^^ it is nice to see a refresh of it :)
The one i love the most is the purple one <3