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I am trying to get back to the modding world.

Started by RedKetchup, September 27, 2025, 12:56:07 AM

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RedKetchup

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

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.
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katbarf

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!


Abandoned

Wishing you luck, Mr.Red, in whatever you decide to do.  :)

RedKetchup

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
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RedKetchup

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
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RedKetchup

#5
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

I love it  :heart
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kid1293

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.

RedKetchup

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
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kid1293

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.

RedKetchup

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 ?
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RedKetchup

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 ^^
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Necrolex

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!

RedKetchup

#12
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
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RedKetchup

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.
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RedKetchup

#14
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.
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