Now that RKEC 1.4 has been launch ....
I just ... can't ... resist ... :o
huts (https://mega.nz/file/gU9DRIJI#DUpwWejjj_XBPkvgiaypVSKTnlSuBOBMiTGssH9uyTI)
Oh, I love them!! Um, can you make a set, with 2 (no kids), 4, 5, and 6 peeps (with kids)?? That would be perfect!! I'm your biggest fan!! :heart
k, when i will have made more models of those. for this one... not really satisfied of the door. i tried to put a fur as a door ..... not great
haha we found a weird bug. the wild animal packs are not spawning on the map when we generate a new game. This is because i tried to not make them spawn in middle of a lake and be struck in the lake.
each population files have 2 lines:
// pathing info
PathBits _allowedPathing = Fast | Faster | Normal | Obstacle;
PathBits _disallowedPathing = Immovable | Unusable | Occasional;
bool _disallowZoneEntities = true;
so what i did , i took out the "obstacle' from allowed and i didnt verified if we still have wild animals"
what is odd, why they are allowed to walk though obstacle and taking that out make them not spawning ??? so i put back it there and they are spawning !! maybe cause i didnt put obstacle into the disallowed path ??
so
so i just made anothere test, i took out obstacle from allowed and put it into disallowed and recompiling
and the test is weird lol
it makes the animals spawning in the very south west corner of the map and they all on their way to other coordinates of the map lol like if they were nomads . thats odd.
animals in south west corner arriving like nomads lol (https://mega.nz/file/MJkXzLrQ#WQlT0w-WIfBxovtSdMibvt_TKvXLWteLpwUjRmVxP5o)
BUT!
but if there is a mountain in the south west corner.... they all struck there lol
animals struck behind a mountain (https://mega.nz/file/ENlBWa7A#gtMPBc-gfI01f0W5cbIzFfvgyG0Qv2OQNRWEP--fNXM)
I' ve could maybe test to allow them go through mountains but meh .... i replaced all the old population files as it was
and gonna push an update fix on Steam and re-upload on Mega.
Sorry guys ... i tried hard to fix animals struck in middle of a lake LOL
I updated the link, i fixed a bug that prevented the wild animals to spawn when you generate a new map.
you gonna have to redownload the mod and restart a new map
sorry
UPDATED to 1.4.1 with animal spawn fix
@River How you like this other color ?
(Oh also , i changed the door.
@Necrolex got a goot idea, i changed it for a branches tressed door)
Color1 (https://mega.nz/file/gU9DRIJI#DUpwWejjj_XBPkvgiaypVSKTnlSuBOBMiTGssH9uyTI)
Color2 (https://mega.nz/file/wY0ClJzD#opTntwFW1OO1i6iHCOeQkFYs5sYV7LmllbaqaoaueP4)
and whats about this weathered gray 3rd color ?
3 colors (https://mega.nz/file/YVc2QKSI#yc6PJwqiFSo2z81T6IpGNwJQOI-mOXgWTaDCAaTslMk)
That's great that you liked the idea and it worked out. They looked really cool like that.
In the image of color 2, did Basket Head appear? lol
I do like all 3 color options, but I think 2 and 3 are most authentic, personally. I can't wait til they are all ready to download and use!! Once again, my friend, you are modding genius! :thumbsup :star
yeah 3 rd one is ... meh
gonna check other ideas to make better alternates.
Quote from: Necrolex on November 18, 2025, 07:15:25 AMThat's great that you liked the idea and it worked out. They looked really cool like that.
In the image of color 2, did Basket Head appear? lol
sorry i didnt catch the reference :P
I don't even know if there is a legend about it. I just wanted to play around with what I saw, because it looks like the one in the yellow shirt has a basket for a head. New legend unlocked in the game "The Basket-Head".
As for the third color option, how about something like this?
https://educacaoeterritorio.org.br/wp-content/uploads/portal_aprendiz/2018/12/casasbrasileiras_oca_wimmedia-1024x679.jpg
Quote from: RedKetchup on November 18, 2025, 01:40:42 AMMas se houver uma montanha no canto sudoeste... eles ficam presos lá, rsrs.
Animais presos atrás de uma montanha. (https://mega.nz/file/ENlBWa7A#gtMPBc-gfI01f0W5cbIzFfvgyG0Qv2OQNRWEP--fNXM)
I recommend issuing an alert so that no one goes to the forest, because if all the animals ran to the mountains, it's better to take the greatest possible care/caution. LOL
Quote from: Necrolex on November 18, 2025, 11:19:13 AMQuote from: RedKetchup on November 18, 2025, 01:40:42 AMMas se houver uma montanha no canto sudoeste... eles ficam presos lá, rsrs.
Animais presos atrás de uma montanha. (https://mega.nz/file/ENlBWa7A#gtMPBc-gfI01f0W5cbIzFfvgyG0Qv2OQNRWEP--fNXM)
I recommend issuing an alert so that no one goes to the forest, because if all the animals ran to the mountains, it's better to take the greatest possible care/caution. LOL
usually because they feel there will be a flood or a tsunami
Quote from: Necrolex on November 18, 2025, 09:29:26 AMI don't even know if there is a legend about it. I just wanted to play around with what I saw, because it looks like the one in the yellow shirt has a basket for a head. New legend unlocked in the game "The Basket-Head".
As for the third color option, how about something like this?
https://educacaoeterritorio.org.br/wp-content/uploads/portal_aprendiz/2018/12/casasbrasileiras_oca_wimmedia-1024x679.jpg
kinda like that ?
New 3rd color (https://mega.nz/file/BIUzWCQI#kYS9KdLQAEGXMWJuSsIpGHlFxI51vwGZiDarxiz4wPw)
i dont dislike it.
the one in the middle was the very original texture, then years ago i made the 1st from it. and the 3rd is from your suggestion.
what
@River and
@Necrolex you think about it ? and anyone else has ideas ?
Quote from: RedKetchup on November 18, 2025, 05:20:43 PMMais ou menos assim?
A terceira cor (https://mega.nz/file/BIUzWCQI#kYS9KdLQAEGXMWJuSsIpGHlFxI51vwGZiDarxiz4wPw)
não me desagrada.
A do meio era a textura original, e anos atrás eu fiz a primeira a partir dela. E a terceira veio da sua sugestão.
That's it! I liked it like that.
Quote from: Necrolex on November 18, 2025, 05:33:08 PMThat's it! I liked it like that.
i am working presently on a gatherer hut version of it
i am in progress to make the roof
gatherer hut in progress (https://mega.nz/file/URVCFb4L#aeSY88-qLJVxE-3yjXyUoyXcHuIZ9_kCvMw9mXBdLOE)
It's turning out really cool! Coincidentally, I was just now testing the audio for that new animal for the game and I was looking at the original Collector's Cabin and the Hunter's Cabin, thinking I need to get back to my project of changing the textures of some original buildings.
2, 3, 4, 5 person huts
blacksmith
tailor
lg one for storage
herbalist
healing hut
school
admin (no nomads)
and remember, not everything has to be huge. I personally prefer small buildings for smaller terrains.
herbalist and healing hut is not the same thing ?
and what you mean by : lg one and admin ?
Healing Hut is the Hospital. I would also like to call the Hospital 'Healing Hut,' or something similar, and without the red cross, as that symbol is relatively new. The symbol should be the ancient Rod of Asclepius.
oki
so after a little break , playing Civ VI i came back to finish the roof of the gatherer hut :)
it is kinda looking like this in game ...
gatherer roof (https://mega.nz/file/kI1z1LSR#ama3JyuxD3uFZSs55NewRRJXZZfuZDcN8oeSGmnFDpw)
maybe a bit of little dots to move... but thats about that.
What you guys think ?
I liked.
Quote from: RedKetchup on November 18, 2025, 09:31:53 PMand what you mean by : lg one and admin ?
Lg = high capacity
admin = town hall
all sizes are small of course. 8)
hello
So there are pictures of the Evolution Gatherer Hut in 3 colors "F" alternates.
Front view (https://mega.nz/file/lA0GHCpY#kiDduUn_dYCHeiy4ndxl8000v7wfj-aQr3ed933lP9M)
and back view (https://mega.nz/file/JJ1UDLhB#Ax0dSG0RKuA2OmCUxl5vyao5-KcOziaeWg92tA9se6w)
i still have a very few details i need to do , a few points to move around to make those roofs without gliches...
But thats about it. gonna do this next after i supper.
the roofs are made from thatch
the walls made from tressed branches
foundations and chimney from stones...
the bacs of food... they are not made of wood anymore but from tressed baskets . hard to zoom in
i just not sure if the chimney will stay there because in stone age... should be not any chimneys lol
here without chimneys ... not bad at all , looks great !
without chimneys (https://mega.nz/file/0AMhCKKA#2SjeWbmZW45CImn02aqU9X5Tcixy0ugUwTHTj2JU_S0)
I really enjoyed the design of the huts/cabins and the baskets.
Even though the hut without a chimney looks better, I wonder what the internal setup is that causes the smoke to appear. I don't think the people would light a bonfire inside their houses. That would be lethal.
The rustic fence is great, but perhaps adding more vertical poles/sticks would make it look significantly better.
i did took half of it on purpose to compare the gaterer hut built later in the game, cause in evolution, we will constantly upgrade our building. those hut will only stay for the stone age :)
people , for this building, will want to upgrade it to bronze age one, because they will be able to forage more food or more different food :)
next one tomorrow will be hunter lodge
RKEC Hunter lodge (https://mega.nz/file/oIkCGJaA#KujsoIc1HXFZYS-U8cgrA9w28AxAsTL8033ChyYxHzU)
Now I understand the purpose/proposal of Evolution. As soon as I started playing Banished, I imagined that the player could evolve ALL the buildings, as well as the houses in it, and like everything in several games of this style, both offline and online.
Regarding the Hunting Cabin, instead of the heads on the outside, it could be just the antlers/horns of the Deer and Elk.
i will think about it , for the stone age one
i am already making the hunter lodge ^^
roofs are done.... branches walls are done ... making presently the shutters at opening for windows for air...
after that , need to do the fence all around
hunter lodge in progress (https://mega.nz/file/YVFyCYCb#rUEA06luxwX0PI_lLISdiwxJSpYkRqQ9CSjsR_EMRt4)
Quote from: Necrolex on November 20, 2025, 07:36:57 AMRegarding the Hunting Cabin, instead of the heads on the outside, it could be just the antlers/horns of the Deer and Elk.
the thing is with the branches walls ... we dont see them so ...
this is what i did just for you :D
Antlers (https://mega.nz/file/dFckwazA#0CcoJLBPjclAa7v8xs21uico6TUOLDZOADzGtmGuhp4)
Understood. That's true. It wouldn't be visible. I liked those horns on the fence. It looks quite tribal like that.
I totally completly lost all my day and night :(
my today work has been corrupted by dark shadows that changed all the light the mesh usually should have in game and i have absolutely no idea , and no idea how to fix that . i will have to restart everything entirely :(
so pissed (https://mega.nz/file/pU0XVYJB#4tu6qsiz1VjgJL9X8jpn9o9E98rijcOxe9x-FEri1LI)
And what about the other side when the sun hit it?
I'm not familiar with this part, but is the material correct?
it is the exact same material as the huts and gatherer huts.
all around is the same, even sun side
i hate my life :(
i was redoing it completly ... and it is already corrupted :( :-X
already corrupted (https://mega.nz/file/MMsFARoK#6wE3V6SU1H9D2GBo_yJSrI3mERxyYZkcIpiXnmjO6DQ)
it was not done yet ... but i was curious to see :(
so....
i have to uninstall 3dsmax and reinstall /shrug
the problem was still there, a kind of +500% dark
so to fix the preferences problems i have to go in "users" folder , somewhere in "autodesk" and go delete a folder named "ENU". thats where all the preference are stocked.
so i did and relaunch 3dsmax
and done 1 box and made it see in game. the problem is still there +500% dark as you can see in the screen shot. i am permanently stuck with that.
so i am uninstalling and reinstall 3dsmax. if doesnt fix.... for sure i wont reinstall window 10 lol
it will be the end of making mods.
still 500% dark after reset configs (https://mega.nz/file/pQsV0bTD#DntnTp871V7oaiooCrUGKUnj5TD8kS3aNV7wMsmatR4)
well :-X
after reinstall the same problem is still there :(
after reinstall problem still there (https://mega.nz/file/cQ1kUTYB#QeLGUdOS0zlav-AUWuKQWYEQEnuFYOjW6Z3UJDFAdFY)
so i am done guys, i wont format and reinstall windows 10
unless i find something on the web to fix my problem... i m done
wont make a full mod expension pack with that +500% dark.
I am sorry you are having that problem. How distressing that is! Maybe if you step away from it all for a few days you will think of something that can fix the issue.
What happens if you increase the lightness/brightness on the texture used to make it lighter than it would have been originally used?
Would the final result achieve the intended outcome regarding the lighting?
Perhaps this compensates for the problem of the result being too dark.
Could the viewport settings have been changed?
i have no idea
When I get those dark walls, it is usually a pointer to the wrong AO-map.
I have UVChannel_01 and UVChannel_02, but sometimes when I add more parts
to a model, there is a third entry called UVMap. Blender goes crazy, and I
have to delete UVMap and redo the UV-mapping for the AO-map (UVChannel_2).
OMG !!
I found out the problem and now it is fixed !!!
I can continue to create models for the game !!
Woooohoooo !
Here the Hunter lodges Evolution should look like ! :)
Hunter Lodges Evolution (https://mega.nz/file/cJlyVRYI#M-YY96ApgAh1Fs-m1b0Mzfj00oOQBCXnxOYlzpbAOII)
So happy !
here the blacksmith evolution, very .... rudimentary
i just couldn't put an anvil yet , smelting iron not discovered yet
gonna just making stone tools ... oh maybe i can add ... bone ? bone tools ?
what came first ? did the neerdertals made bone tools or stone tools first ?
blacksmith (https://mega.nz/file/JF1gEB7D#5PBf4DrgNqaVpAb2Y_IDJosZV2H07lpWnGmz9hTyyx0)
and btw, before that , i added 3 more models for the huts, 3 with walls made from tree branches
6 modles huts total:
6 huts (https://mega.nz/file/0FNA3QIa#SnaXK5-qfnZifLEKtyGzIhJiz_LyK2YbvFTIRv-Q3ig)
According to Gemini, I got the following answer to your question.
Neanderthal Tool Progression for the Mod
Primary and First Tool: Stone. It is the pillar of Neanderthal technology (Mousterian Industry).
Specialized and Later Tool: Bone. It was used for lissoirs (for leather/clothing) and, in some cases, for retouchers (hammerstones) or other tools, but it only became a systematic and specialized production in later stages of their technology.
Quick Note for Context:
Lissoirs are specialized bone tools (often made from ribs) used for smoothing and preparing animal hides, making leather softer, tougher, and more waterproof. This could be a great upgrade to unlock better cold-weather gear in the game.
I have a Mod draft that uses animal bones and deer antlers to make tools, such as the Handle/Grip for knives, axes, and others. I haven't completed this mod yet because I would have to add more materials like Bones and Deer Antlers.
Huh. I thought all the town buildings would be the same roundish shape. It's fine.
thanks for the infos...
yeah some of them is more likely being the .... stage 2 ... bronze age ^^
the thing is , i try to keep the same ... size of footprints. people gonna use the little "upgrade icon" so ... if i do someting like 5x5 and people build other things next to it, and they upgrade and the footprint go from 5x5 to 5x7 and it starts clipping into other building ... it will make game crash i think, or at least , looking ridiculous
in game, tools are reduced to the number of "work units' a citizen is able to do things, when it reach 0 , they need another tools. it is not really extended or sophisticated
but it tells me bone tools should have more work units than stone :)
Quote from: River on November 23, 2025, 12:00:43 AMHuh. I thought all the town buildings would be the same roundish shape. It's fine.
What is about that
@River ?
Real age of Stone HunterLodge 3 colors (https://mega.nz/file/kcVXiaQD#BvBthC1N_BM6LCYMZ9LkHTklGj9puLNQp_76lLPXlNU)
same setup, same footprint :) that way when people will upgrade it, they wont clip next building.
so this one will be Age of Stone while the other one i did, will be Age of Bronze upgrade :)
For the Hunter Lodge , the difference between Age of Stone, Age of Bronze and Age of Iron .... will be 1 hunt every 4 months, 1 every 3 months and 1 every 2 months (originally, the game is once every 3 months, thats how Luke set it up).
i am trying presently to make a Gatherer hut more ... primitive without necessairly copy again the house hut ^^ i know we would prefer to have it more ... round (like huts) and not rectangle (like actual gatherer hut) ...
so ...
whats about make more like ... hexagonal ?
like this ?
Gatherer hut more primitive (https://mega.nz/file/hNNzzKTT#C2JVSUwZ5Aa1agvlv3OmDx3UxUs-5tTEiSRv94aoq2M)
would it be acceptable for a more... stone age hut ? for a Gatherer Hut ?
i am gonna cover this with thatch patches
So i did my code...
this is how this Gatherer hut hexagonal looks.
i am not 100% satisfied, but maybe it is just me :P
Gatherer Hut Age of Stone 3 colors (https://mega.nz/file/oI8zXZ5J#9hNkQxiEzMKHUfRMZ-fAvPWCHxV4mRhrXa96BqPZhjo)
Let me know what you guys think
While doing the Gatherer Hut i was very sceptical... i still feeling "meh" about it..
there was an idea that was seeding in my mind...
i decided to let the Gatherer hut like this for the moment and took the idea for a more primitive ToolMaker :P
here a picture of the ToolMaker finished :)
ToolMaker Age of Stone (https://mega.nz/file/YIt0wSLT#ePH2BkQ-bCnJF7VM6flkR2Qx5zPfb9iu2qOQzXR_Vx8)
This one i like it.
(The other toolmaker will be for Age of Bronze)
And i need to take out some limits on this one ^^
I personally love them both!! Thank you!! :heart :heart
next is tailor
Alright Tailor Age of Stone done :)
I can say i am very happy about it :) those huts are so awesome !!
front view (https://mega.nz/file/hJtWFazb#Fz6VuGwcuTik76dLR5lgNWHi-cyXykigSX9o4tl9Pj0)
rear view (https://mega.nz/file/oQ92gaxJ#3PBoyP1YKHo-D_w86ueewgQ04zoE0VAgV1nh5dGGPyA)
Another one made :)
i know i know again the same hut LOL
Herbalist Hut Age of Stone (https://mega.nz/file/hAU3xaTa#2ywrNSWlYjSq18IL1TFq0DQ5CN8DqdIbHJhIvlatCqk)
meh what do you want ? I love those huts lol
Alright The Doctor is in da house !!!
i made River's Healing huts ^^ ( special Bobbi Doctor House for those remember that ^^ wondering what happended to Bobbi ! long time ago !!
what's about that ? for those don't remember ..... it was a special request to delete the feature that the hospital had to attract the idles all raound, helping to propagate the disease around ^^ a diabolic feature haha... it was 7 years ago.
so in this version, it has been disabled :)
and i continued to use round huts lol
Healing Huts (https://mega.nz/file/QVEWVDwQ#Cruq58x697tFNFVxjbwY6n5G2bQrEk9tLX3lbs9tzIQ)
The healing huts are nice. But why the fence around it? Some people would like a version with no fence.
k
deleted the fence
(https://i.imgur.com/TFxbp0S.jpeg)
personally i prefered it with a fence .... i can live with that though
Thanks for having no fence. Sometimes I like to put a small garden and benches around the hospital for the patients who are getting better can get some fresh air. Or, if I want it fenced in I might like a different style fence.
ok, no problem, the fences is gone. i ll manually it too, maybe will put my own fence too. just need to remember to add to the fences toolbar ^^
LOVE IT LOVE IT LOVE IT!!! :heart :heart I can hardly wait to download this!!!
Quote from: River on November 28, 2025, 12:52:39 AMLOVE IT LOVE IT LOVE IT!!! :heart :heart I can hardly wait to download this!!!
yeah i try to make them, everything , in a way you like it ...
presently on the townhall :P
i redid the hut, lot bigger, a townhall should be a building all citizens go in same time when there is some meetings ... The purpose reminds me a bit in Vikings TV show... this is why i also tried to made some kind of side room for Lothbrok ^^
kinda look like this for the moment ... i wish to find some ... skulls to hang each side of the entrance doors ^^
Townhall in progress. (https://mega.nz/file/8M8DCZ4I#oohU_6DbjVxx7RjU9vDcDhZFpeHvTFHvxdTlVsnu99A)
the size of the footprint for the ingame townhall is 10 x 9. (for River i can shrink it to 8 x 7 cause some spaces all around)
Oh, Red, you spoil this old lady!!! It all continues to look amazing.
BTW....hope you had a nice Harvest Feast. 8)
Quote from: River on November 28, 2025, 08:06:18 PMOh, Red, you spoil this old lady!!! It all continues to look amazing.
BTW....hope you had a nice Harvest Feast. 8)
Thank you ! You too ! Everyone too !!
<3
Oh BTW , when i will do your River's Huts standalone mod....
Do you prefer to have all the buildings in their game toolbar (house hut in housing, gatherer hut, hunter lodge, etc in the food toolbar ? the resource huts in the resource toolbar ? etc etc etc )
or you prefer 1 toolbar with ALL this set inside what ever if it is food, services, resources....
what you prefer ?
Oh wow. I'd actually prefer it all in one as a set. Whatever you want to call it. I thank you for asking hon. You always do such good work. You and Kid are my favorite modders, and I have all of your downloads in my cc folder, I use them a lot.
Edit: I actually even have some of your older stuff, that I don't think is offered anymore. I still use them. lol
Quote from: River on November 28, 2025, 10:22:01 PMEdit: I actually even have some of your older stuff, that I don't think is offered anymore. I still use them. lol
Which ones ?
oh
@River !!
The townhall is a very very sentitive building... it controls a part of the limits/flags and can easily crash...
so whats you plan with it ? compatible with CC ?
So this is what it looks like in game (not 100% about the side room)
Front (https://mega.nz/file/wMNEFJTJ#_fDpxbtos4_V6U4gQ5JamTDWybksaAdOuO2_8carvu8)
back (https://mega.nz/file/9QtkTLBQ#Tm4Nty_oeCQ-cjwl4R9sJqln7uApEjsubMNrYIa9YLo)
Basically, I'd use it for census, trade, etc, the usual. But no nomads. Got enough of those mods, lol.
Edit: Looks great to me!!
oh i was in middle of editing. sent to imgur first and then changed idea to send to mega ^^
Refresh please
Quote from: River on November 29, 2025, 01:08:11 AMBasically, I'd use it for census, trade, etc, the usual. But no nomads. Got enough of those mods, lol.
Edit: Looks great to me!!
Should be compatible with CC , RKEC 1.3.1 and RKEC 1.4.1
the nomad tab is there for the moment but i deleted the immigration feature
You did the houses with selection of people, right? 2 (no kids), 3, 4, 5, 6 options?
Quote from: River on November 29, 2025, 01:25:36 AMYou did the houses with selection of people, right? 2 (no kids), 3, 4, 5, 6 options?
not yet
I AM SORRY but the Townhall Age of stone has changed a bit ^^ now i am please of what i see :)
more equilibrate.
TownHall Age of Stone front (https://mega.nz/file/YAV1GZjD#J5DUaj6hYieNSAw56OkFtaTUnS1Y3uNGAy6ZMaF6N7g)
TownHall Age of Stone back (https://mega.nz/file/EQcRVYBY#7h5sj-XIV6SLWgqb6BqjFrK8-nbzifvcIEoLTD6BojM)
I am sorry if it is a bit bigger... let me know when i ll compile your mod, i can maybe delete 1 or all the wings to make it smaller for you ^^
i really really prefer like this, taking all its 10x9 tiles footprint.
No, it's fine, just keep it. As long as it works, right? And somehow it works really well!! :thumbsup
i am at school house now. in your list , school and barn left :P
School Hut is done :)
School Hut (https://mega.nz/file/lNl1WTgJ#yg-OV8RyTjenDUxW_9WnLZIN8Q5HCPqXmF1I9-7cIIU)
i have no idea at all what kids were making as play when humanity were at stone age lol
so i made ... a tic tac toe and a circle of stones lol /shrug
Nice! :thumbsup
Very important question now. Will there be "Captain Caveman" and "Dino"?
nop ^^
But maybe you can download my very old mod named ... Skull cave
If I'm not mistaken, I've had this one for quite a long time. I'm terrible at remembering the names of certain things haha
Even if it is not on the River's List ^^
I made the Fishing Hut :)
and i kinda made simple lol
Fishing Hut (https://mega.nz/file/RU0GGDTQ#MY6UvLedpD2ZnW5Tp1Ri1XBpSZKGNcu71RuMp1l8IlM)
Back then, fishing was done with spears or arrows, I think. It's a shame that there's no way to put this in the game, because there's no animation for it.
I just thought those two were in a really risky spot right on the edge. I hope they didn't fall into the river after this screenshot.
Oh, I like it! I like the stone there. :heart
yeah no way we can add new anims (while doing this i was thinking the same)
I like all the buildings. It's nice they all look similar. Feels more complete.
yeah . i think i m planning to redo the herbalist , i really dont like it
and it doesnt fit with all the others
BTW, from A GREAT idea from
@Necrolex :) the fisherman now will use a spear to try to catch fishies :)
(https://i.imgur.com/ZWYRaa9.jpeg)
Just rambling here....but what about a mine? Or a tunnel? Just curious, no biggie.
k, will see
like the in game one ? or more like my RKEC quarries ?
Also what are the resources it should get ?
also lol , you choose to get ? or random drops ?
I'm glad my idea succeeded. And it looks exactly like this kind of fishing is performed. 🐟
Quote from: RedKetchup on December 01, 2025, 07:20:23 AMk, will see
like the in game one ? or more like my RKEC quarries ?
Also what are the resources it should get ?
also lol , you choose to get ? or random drops ?
Just a small basic mine, sort of like the DS ones, mining iron and coal. Just simple ones.
And I am sorry, I did not mean to ignore you. Never that. My health isn't too good right now, and I have been distracted. :(
Since you said something like DS mine ....
I took Discrepancy's Tunnel Mine and modified to fit the theme we are building presently...
it should look like this :)
DSMineModified (https://mega.nz/file/4EUEnAYZ#I3uiPvkOjdyX6d5DAzRlqjTNa_ZCgymaZRKNLRKw38Y)
Quote from: River on December 01, 2025, 10:04:54 AMAnd I am sorry, I did not mean to ignore you. Never that. My health isn't too good right now, and I have been distracted. :(
i am sad to hear you are not feeling well lately... i sincerly hope you will recover and get better soon <3
Quote from: RedKetchup on December 01, 2025, 11:19:59 AMSince you said something like DS mine ....
I took Discrepancy's Tunnel Mine and modified to fit the theme we are building presently...
it should look like this :)
DSMineModified (https://mega.nz/file/4EUEnAYZ#I3uiPvkOjdyX6d5DAzRlqjTNa_ZCgymaZRKNLRKw38Y)
Perfect!!
Quote from: River on December 01, 2025, 11:42:06 AMPerfect!!
i don't even know if we need to place this against a mountain or simply on open grass ^^
I need to check his code to see what he decided :)
I 'll do that tonight
@River Are you gonna have a way to have Thatch resource (required to build everything) ?
I saw , the DS tunnel mine is giving Iron Ore (not Iron), that too is OK ?
I also saw , that mine give things randomly, me, i've set so you can choose Iron, Coal or Stone. not random.
if wondering what i am doing.... i started to transfert everything to River's Huts mod :)
a lot of editing files since everything changed folders and everything has changed names of files. ^^
All for which I am deeply grateful!! And, isn't there somewhere a thatch patch?
Quote from: River on December 02, 2025, 11:11:49 PMAll for which I am deeply grateful!! And, isn't there somewhere a thatch patch?
if you use RKEC , you get thatch/fodder on the ground when you generate the map. same with megamod.
colonial, i dont think.
thatch on the ground can only be gererated at launch of the map. Out of that i can add a farm, working like forester lodge, but instead he plants and harvest trees, he plants fodder thatch on the ground.
What mods do you use that modify how you generated a map and modify the starting conditions ?
I am playing the North right now, mild conditions, disasters on, forest, and I switch from survivor and gold hunters.
I was thinking, maybe a patch like the small flax and herbal ones?
Quote from: River on December 03, 2025, 04:44:12 AMI am playing the North right now, mild conditions, disasters on, forest, and I switch from survivor and gold hunters.
I was thinking, maybe a patch like the small flax and herbal ones?
But you will need to restart a new game with River's Huts mod on top of the list if you want me to generate herbs on the ground. if you want to still get The North maps ... the only option is givingg you a building to build that will generate herbs over time :)
whats about cotton ? need cotton too along the flax ?
It would be ok to start a new game for the set. I use Kid's tiny Herb and also the Flax patch. I don't usually need cotton. I use flax and sheep to make warm coats, or sometimes the sheep and leather.
After spending 2 whole days about a mine lol ( i really hate those mine you have to put on a mountain. last time i am doing one lol - i really prefer my quarries you can put everywhere you want ^^)
posting a screenshot of the River's Huts Mine :)
(https://i.imgur.com/rEEkpxE.jpeg)
sorry i cannot add anything on the map without screwing The North mod maps. all i can do to add a building. (seeds: it can take super long to get a boat to get a thatch seed, i think i can add the seeds though along with the building)
@River I made your little River's Huts Fodder Farm :)
cost almost nothing to build : 12 logs :)
Fodder Farm (https://mega.nz/file/dRs0VBoA#QRWp3GTJJEm1gwDXgon52KYHXsD3GwcpWnUssVuCaB0)
This screenshot has been taken at spring after the winter of the first year. It works well.
Also it will be a very good source of food :)
all kind of food :)
Where do these nests with eggs come from?
I am racking my brain trying to figure out how to make this for those animals in the new Mod and I don't know how to proceed.
I know about the pasture/farm animals, but are these scattered nests from wild animals? I don't know how to make wild animals drop the eggs in the wild.
Here a screenshot of the North 🙂 + Rivers Huts mod 🙂
The only thing with The North ... i don't know at all , in which limit i am gonna put the Fodder-Thatch !!!
Fuel ?? (you can see the North Limits. nothing called material or something :P)
The North and Rivers huts (https://mega.nz/file/wR9XjQQC#nk7bxVNXbwOj-GbGFvRl5PiXQg50rk0AccOZ2WQQHUY)
Quote from: Necrolex on December 04, 2025, 11:18:03 AMWhere do these nests with eggs come from?
I am racking my brain trying to figure out how to make this for those animals in the new Mod and I don't know how to proceed.
I know about the pasture/farm animals, but are these scattered nests from wild animals? I don't know how to make wild animals drop the eggs in the wild.
Those are spawned by the grass :) by the fodder-thatch patches on the ground
NaturalResourceGrass:
// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fifth;
// components that will be used
Description _descriptions
[
"map",
"model",
"naturalresource",
"growth",
"spawn",
]
}
MapDescription map
{
PathType _pathType = Obstacle;
bool _addOnCreate = true;
bool _addToOverhead = true;
Color _mapColor = 0xFF136932;
}
ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\HayStackLeafMesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\HayStackLeaf2Mesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\HayStackLeaf3Mesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\HayStackLeafMesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\RK3DEnvGrass1Mesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\RK3DEnvGrass2Mesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\RK3DEnvGrass3Mesh.rsc"
]
}
{
GraphicsMesh _mesh
[
"Models\NaturalResource\Grass\RK3DEnvGrass4Mesh.rsc"
]
}
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = true;
}
NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialNatDivThatch.rsc";
// placement
float _noisePersistance = 1.0;
float _noiseOctaves = 5.0; // 4.0
float _noiseScale = 20.0; // 4.0
float _noiseCutoff = 0.5; // 0.35
float _spawnChance = 0.41; // 0.4
bool _groupModels = true;
float _groupPersistance = 1.0;
float _groupOctaves = 1.0;
float _groupScale = 5.0;
float _groupCutOff = 0.5;
int _groupRandom = 5;
float _minHeight = -0.6f;
float _maxHeight = 1.1f;
float _maxAngle = 0.75f;
bool _animated = false;
//Time _preAnimateTime = 6.0;
//Time _postAnimateTime = 3.0;
ToolType _toolType = Scythe;
float _positionTolerance = 0.6;
}
GrowthDescription growth
{
// maximum growth before death, -1 for ever living
float _maxGrowth = 16.0;
// growth +- some amount
float _maxGrowthTolerance = 1.0;
// length of growth period to maturity
float _growthInMonths = 10;
// temperature dependant growth
bool _temperatureDependent = false;
float _growthTemp = 0.0;
float _growthTempRange = 0.0;
// re-seeding.
bool _autoSeed = true;
int _seedChance = 50;
int _seedDistance = 3;
int _seedTimeMonths = 3;
float _growthForSeeding = 0.3;
// max neighbors when reseeding
int _maxNeighbors = 1;
int _maxNeighborsSelf = 0;
float _minScale = 0.3f;
}
SpawnDescription spawn
{
Spawn _spawn
[
{
ComponentDescription _naturalResource = "Template\NaturalResourceBirdNest.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsRaspberry.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsStrawberry.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsMulberry.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsCranberry.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsBlackberry.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
{
ComponentDescription _naturalResource = "Template\NaturalResourceMeadowsSeedlings.rsc";
float _minSpawnAge = 0.1;
float _maxSpawnAge = 100.0;
}
]
}
If you dont use grass... you can make them spawn from the trees. just create a new natural resource like : NaturalResourceNecrolex.rsc and and give it the egg nest graphic (that spawn with the chicken) and link it to RawMaterialEgg.rsc
so ? which limit i should put the fodder thatch ? lol
Quote from: RedKetchup on December 04, 2025, 11:39:24 AMIf you dont use grass... you can make them spawn from the trees. just create a new natural resource like : NaturalResourceNecrolex.rsc and and give it the egg nest graphic (that spawn with the chicken) and link it to RawMaterialEgg.rsc
I'll take the idea and make them spawn near a specific plant, to make it look like they built a nest close to their favorite food source.
Thanks!
i still made the WoodCutter to process these fodder-thatch into firewood lol
so.... can't put fodder-thatch to fuel, it is a lost lol we usually need 5 fodder to make 2 firewood ^^
still debating where i am gonna put this.
Woodcutter (https://mega.nz/file/gFFjhYgL#I6MFvCdqndrQl4SRKNb59sn3MkX9AFAzatbSa555Fm8)
I know there is 2 limit/flags Tom didnt used... but will it show in the limit utility UI ?
EDIT: Oh I saw Tom Sawyer added Materials limit to North 7 (no such a limit in North 6). So Fodder-Thatch gonna go there :)
I finally found which limit is Material in North 7 : CoalFuel lol
So for the north version, it will be there. Tom tooks the CoalFuel limit and renamed it 'Material'
And also , i need to take out CoalFuel from the housing because CoalFuel is "hardcoded" into the game to serves for the best eff% fuel to heat houses.
They will heat their house with Flax and Thach (and probably other things)
OH, it looks like so much fun to play so far!!! Just need the houses, and I am chomping at the bit, ROFL!!! You are genius, my friend!! :thumbsup :star :heart
It will still play well in regular (non-North) banished as well, right??
Quote from: River on December 05, 2025, 02:32:31 AMOH, it looks like so much fun to play so far!!! Just need the houses, and I am chomping at the bit, ROFL!!! You are genius, my friend!! :thumbsup :star :heart
It will still play well in regular (non-North) banished as well, right??
yeah but for optimal, i maybe would need to release a North version and a CC version because the North material is Coalfuel and in cc/mm/rkec1.3 = Custom4.
(of course , RKEC 1.4 will have it in RKEC: Evolution)
;D ;D :heart
drawing some brown footprints today. i hate to do circle brown ground cause ... there is no way to make that quick. rectangle is much faster lol
I am sorry if the Gatherer Hut has changed ^^ i didnt really liked the old one :P
That is better ^^
New Rivers Huts Gatherer (https://mega.nz/file/UQMhWQKS#3vKpvj-RjpSwPWw60u9DftLd5DaNUDmlS3QUq_UgmL4)
Looks great to me!! :thumbsup :thumbsup
So yesterday evening and todays this morning. i did all the brown footprints on the ground (when you ask to build something) and then i jumped on the building windows UI. i was tired to see the status icons in the title bars of the window UI, clipping the names of the buildings...
so i switched them place :)
No more icons in the title bars at top.
Buildings Windows UI (https://mega.nz/file/dFEhiDTL#PyoWEy9_oyl6tcPeLPdN0AVQJLaDhpcnBmwXZjZ8tlA)
And i tried to make sure they all equal lengh as much as possible
uploaded RKEC 1.4.2. fixed some issues
It all looks so cool! Now you just need the homes!! :thumbsup
Quote from: River on December 07, 2025, 11:49:17 AMIt all looks so cool! Now you just need the homes!! :thumbsup
i made the homes ... it use all the same models but there is an icon for 2 citizens 3, 4 5, and 6
2 3 4 5 6 citizens houses (https://mega.nz/file/xIUDGKaJ#dAX3-jGWPxfgowbPStOKfL6PBSEuECLXqL_wJQH6EjM)
when you start the game like that ... the game doesnt care to give the house to a family of 4-5 even if it is for 2 ^^
they wont have babies cause the house doesnt allow to have more
in fact , i only have the large barn to make from your list :)
RKEC 1.4.2b uploaded (iron ore flag was wrong)
Back to Custom3 : Iron Ore
Ooooooh, looks wonderful!! When can I play it? Can I can I can I?? ;D ;D ;D
Quote from: River on December 08, 2025, 01:18:37 AMOoooooh, looks wonderful!! When can I play it? Can I can I can I?? ;D ;D ;D
very very soon :)
I just finished the last item you asked in your list :)
I made your High capacity Barn :) 9000 weight instead of the 6000 weight the original barn had ^^
here the screenshot :) i like it.
River'a Huts Barn (https://mega.nz/file/sJtkza5I#43x96kxNKcbMAuVnwHRLZQMt9B0NS2PCJwlmFb3glx8)
Anything else before i wrap everything ?
I love it! No, I think that's it, unless YOU want to add something the village would want/need. You are a genius and I am SOOO glad you never gave up modding. You are great at it, so creative. This old lady is happy!!! 8)
Gonna prepare 2 seperate version.
1 for The North 7.0 (which already made)
and 1 for RKEC 1.3.1 and CC (which i still need to adapt)
expecting release tonight in the east coast evening.
Just a question: Would I still be able to use the North version without the North, in regular mode?
ya, totally
but if you want to play with CC, MM, or RKEC 1.3.1 you will need to enable the other one i will prepare today.
Each version has its own name of the file, own name of .pkm :)
so you will able to have both there in your folder, just need to click mods and switch it. You will know which version is which since it will be written on your screen.
Full size screenshot (https://mega.nz/file/QRkwlBKY#wyLttgkDnW7kaWRwBdlB9Y3bWtZ7Rn7rp4G1Ji6Tn7k)
RKEC, CC, MM , use the same limits.
North has its own limits (which is also compatible for vanilla in this simple mod)
RKEC 1.4.2 don't need it cause it will be included.
Ok, I think I got it!! Thank you ever so much!! Can hardly wait to download and play! :heart
it is up !!
2 versions
and it is also on steam !
I mentioned on the download, it's terrific, with one exception: The radius on the fodder farm is too big for smaller maps, maybe half that size?? Otherwise, wonderful job!! :thumbsup :heart
which one you took ? both ?
yes. I am playing the North one right now.
Red, hon, just a suggestion. Is there any way to speed up production?? It takes twice as long to produce things, like say, tools or firewood, as it does other mods like some of kids. Took a whole game year just to produce 3 tools. Just a suggestion, otherwise, I love it.
lets see vanilla:
iron tooL :
int _workRequired = 5;
float _workTime = 4.0;
firewood:
no mention of work it take
float _workTime = 4.0;
rkev 1.3.1:
iron tooL :
int _workRequired = 6;
float _workTime = 6.0;
firewood:
int _workRequired = 5;
float _workTime = 5.0;
rivers huts:
iron tool :
int _workRequired = 12;
float _workTime = 12.0;
firewood:
int _workRequired = 5;
float _workTime = 5.0;
Firewood : not sure why Luke didnt set a number of work unit to make a batch, but in rkec and huts it is the same thing, also a note abour this , in vanilla, you are making 3-4 firewood with 1 log, in rkec/huts you make 5-8 firewood with 2 logs. I have no idea how much time is "no mention of work" but in huts we do same thing for the double of firewood created as rkec.
Tool: effectively , there is an error, it should be 5-6 works units instead of 12. The float _working define the time before the worker is allowed to do something else in his list of priority (continue to work or go eat or go shopping or go idle, etc...) so longer he stay there, better is before he really stop working.
But effectively, 12 units to craft 1-2 tools... thats error. gonna fix that.
I feel you dont educate your citizens ^^ which i always penalized people almost intentionally ^^
I have no idea of what Kid did, he loves to nerf things like building size footprints... i dont know the number of work units he puts on his things ^^
gonna change your radius for your small maps, and gonna fix the work units for tools. rkec has 6 but work longer before pause...
i can 5 units in 12 time.
Firewood seems ok, but i can put 4 a units nerf and see how it goes^^
Edit:
In huts rKEC there was no typo about the tools, only in huts north. also in both , tailor was wrong. 12 units in 6 time instead of 6 units in 12 times. fixed that. (along the other things mentionned). i will release a 1.1 patch in an hour.
Oh, ok. I'm sorry to bother you with it. I AM having fun with the mod tho!! :thumbsup :thumbsup
uploaded versions 1.1 for both, rkec/cc and the north
links are updated and steam too has been updated
Posted Colorful Little House 2 v1.0
Description: Version 1.0, Here a new version of my so successful 2-floor Colorful Little Houses.
(https://i.imgur.com/VfD7Zyt.png)
Enjoy !!
Oooh, I like those. Very pretty!
Thanks for making the colorful houses a separate mod, for those times when one isn't using RKEC full mod.
Quote from: galensgranny on December 09, 2025, 04:36:01 PMThanks for making the colorful houses a separate mod, for those times when one isn't using RKEC full mod.
@galensgranny @River So how it goes about River's Huts ?
Are the new production numbers ok ?
So far, I'm happy. :heart :heart