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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

#15
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 :)
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kid1293

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. :)

RedKetchup

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
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RedKetchup

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

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.
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RedKetchup

#19
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

so far so good ! I am so happy to get back to it and relearn everything :D
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RedKetchup

#20
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


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.
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RedKetchup

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

As you can see, everything mostly go direct in the basic toolbars :) the food toolbar, directly accessible. (saving 3 clicks on this ^^)
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RedKetchup

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

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!
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kid1293

Have a good nap, and think before you mod. :) :) :)

It sounds reassuring, and I am glad you are back for real. :)

Glenn

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.

RedKetchup

#25
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

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.
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RedKetchup

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

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.
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RedKetchup

Candle Maker and Furniture Maker. More beautiful buildings  :heart evrything was fine there too :)

Candle Maker and Furniture Maker.

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.
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RedKetchup

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

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  :))
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RedKetchup

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

all at the root toolbars :)
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