RK Editor's Choice 1.4.1 Patch version (updated with minimap fix and wild animals spawning)

Started by RedKetchup, November 16, 2025, 07:06:23 AM

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brads3

RK, am i correct that you changed the iron ore and made it into a process more like TOM's NORTH?

if so, then a lot of KID mods will have issues with any blacksmiths.

beyond that, most buildings should work. however, they may work kinda funky, depending on how the new limits are set up.
if for example the charcoal replaces textiles and textiles is moved, then a KID mod could produce and read the item under the wrong slot. again I'm not a modder so am unsure of how the program sets those limits. if the old way was 1,2,3,4.... but under the RK the flag order is altered, then a KID mod would still use the old way. in theory, a KID mod would still produce and use the item , but it would total in the wrong limit and the mod would not b able to use the same item from the RK mod since it would b under a different limit flag.

that is similar to how old mods work with the 1.07 limits. the CC "my precious" mod tags gold and silver ore as textiles as well as marble. even thou the 1.07 added "precious minerals" as a limit, the old mod contines working using the old system. CC did make mods to correct things so the ores produced by a my precious mine can b used by advanced or upgraded mods.

where things get crazy is with any start mods and possibly putting mods above the RK in the mod order. my assumption would b that RED wrote things similar to TOM and offset the mod order issue. the top-most start mod would set the limits. this would work for basic items such as leather and the iron ore. but then much of the RK chains and buildings may not function. anything the RK needs to spawn on the map will not be loaded at all. so no sulfer etc. depending on which start mod is used, there might b only deer roaming on the map too.

it would take some serious testing to find what will and won't work and how mods will function with the new RK. players will have to make a choice as adding other mods with the RK will most likely b a give and take where there are good/bad effects to both the added mods and the RK.

if anyone attempts it, i do hope they post the results so other players have some info to work from and what issues they will run into. 

RedKetchup

I was playing Civ VI but i am gonna take some time to explain what i did for RKEC 1.4

everything that was 1.0.0 to 1.0.6-7 stayed the same. as Luke did. where i changed things is on the customs Luke gave us.

Custom 0 to Custom 9. half of them stayed the same as we agreed with Kralyerg to set it them up. What i took is the one CC use and RKEC doesnt use, mostly.

About Tom... i absolutely no idea of how his mod works ^^

Gonna try to make a spreadsheet to make some comparaisons :)
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RedKetchup

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RedKetchup

here you go @brads3  :)

and the data have been taken direct from my files for exactitude, not simply memories.

Most stayed the same:

Coal : Coal is still Coal i just renamed it CharCoal to include Charcoal inside it with Coal for not messing Firewood too much.
Alcohol : we both me and Kral only renamed it to luxuries to include more things in it than just alcohol
Custom 2 : CC used it for Fabrics which RKEC didnt used, so i took it for Lumber.
Custom 3 : CC used it for Industrial which RKEC didnt used, so i took it for Iron Ore.
Custom 7 : CC used it for Miscellenous which RKEC didnt used, so i took it for Copper.
Custom 8 : CC and RKEC didnt really used it. i did named it Reserved but at the end wasn't used. i took it for Copper Ore.
Custom 9 : CC didnt used it and RKEC used it for Consume (meals and tickets) so i took it for Metal (gold, bronze, silver)

BTW , in the Status Utility window i moved the items around , i for a better grouping and make more sense when you look at it. but the limit stayed the limits. it is just visual.


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brads3

TOM, uses bog iron which is different and TOM's coding stops mods that are higher in order from overriding things.
you mentioned a bog a ways back. maybe i mis-interpreted it. coal in CC is mineral. when you split the minerals up to copper ore under 1 limit and iron ore under another, that should affect blacksmiths from other mods. however if the player moves a KIDD mod above the RK, then the iron ore should b set by KIDD's mod. most everything else will still work the same as KIDD doesn't use the newer flags much with a few exceptions.

again, this is without considering start mods. that is a whole other can of worms. and this is all without testing individual mods.

RedKetchup

The coal name in CC is mineral but it is just the text you see at your screen , coal stay coal and at your screen the text say coal is mineral. (it is same for RKEC , the text maybe say mineral but in reality it is coal like alcohol says luxuries.)
but yeah i probably took out iron ore and copper ore from coal limit (mineral name at your screen) and give them their own limits. same as lumber which was construction before and now has it s own limit.

but  i warned people , thats for me, but i offer it to people if they want to use RKEC as i intented (Like Tom wants people to use his mod as HE , he intended it^ยจ)
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