WOW, huge gains. i overhauled some. the CC compatabiluity 1.07 mod did work for the RK and CC. items are interchangeable and many of the CC factories do work,did not test them all. at the same time, i loaded the RKEC LITE version to see what differences there were. the memory saved is about half a GB. even after loading back in several housing mods ,it is a big payoff.after adding other mods, the order is still smaller than before.
i want to explain the mods in this order. the overall goal is to have a base mod order that can be used to play a variety of different maps without a lot of adjusting. the gaol has been to get the mod order stable so i don’t have to make major adjustments,but can swap a couple mods in and out and launch the next map. i rather not add mods mid-game so i like having them in the toolbox,mod order,just in case. of course this idea is limited by the amount of computer memory.using more than 90% memory causes longer load times and the game slows down.
some of these mods are very critical about where they go in the mod order.not every mod is affected by start mods.for example modded mines are not unlimited,some work places will require education,some buildings will show smoke.
some are older versions for various reasons
note:i have a couple ideas for the next map but haven’t decided which way to go yet. did want to give you the mod order setup with the 3 major mods working.
[Misc]
Description=April|RKEC Lite–DS IND-CC NF w/ccompatab ||3.4 GB 129 mods 80% memory
[Profile] PURPOSE
RittenhouseMillVanillized=1 here to counter linen issues
RKECtownhall=1 patches to avoid issues with TH’s
WheelbarrowBigger=1 more carrying capacity for vendors and trade workers
HorseWagen=1 changes wheel barrow to a horse and wagon
stopcoalburn=1
BlackLiquidRain=1 helps with graphics
CCNoSmoke=1 helps with graphics
Radius=1 changes circles to blue
overrideUneducated=1 these 2 mods influence the bannies
ProperTime=1
banishedUImaps=1 map menu size options
unlimited=1 these 3 alter vanilla mines,also prevent many deaths
OneStopAllMining=1
SafetyHole=1
Forgetaboutorchard=1 allows orchards to produce sooner
NewPineFlora=1 adds bees and affects wild flax
LivestockForTrade=1 brings horses
MaritimesCrystalCliffs=1 brings domestic animals to raise and trade,adds other building textures and workplaces
MaritimesPineSet=1 adds trapping,as well as texturers and trade good options
SeasonFX=1 gives fields a plowed look
NewFloraEdit=1 will be removed,doesn’t help
KidForestOutpostNatDiv=1 allows houses to burn thatch ,some buildings will require thatch as a build material
MyPrecious=1 brings valuable minerals and processors
WoodButcher=1
KidGothicFarm=1 this adjusts honey for other workshops,brings a beekeeper garden/park,and jam shop
KidWestwardHoWagons=1 makes the roaming biuson more wild looking
CloseToTheEdge=1 allows pastures to be build closer to water
Compatibility107=1 merges 1.06 and 1.07 mods so items are interchangeable
RKEditorChoiceEdition=1 LITE version,saves memory,is the main base mod, no canals and less houses than the full RKEC
BlacksmithTools=1 brings tool options
MiniBuildings=1 brings small buildings that are handy at the map starts
DSIndustryMining=1 huge list of factories and mines
DSThompsonTradeMerchants=1
GatherersWarehouseAndBarn=1
DSFuelMarket=1
DSBridgeCrossing=1
FruitVegBarn=1 a larger capacity storage barn
CCFrontier=1 Indian huts and teepee’s
ColonialCharterNF=1 many colonial styled buildings
CCOrchardForesters=1
GrowRoots=1 needed for rootbeer by Kid’s colonial Pilgrim’s Rest tavern
MarbleQuarry=1 high valued trade good
Terraform=1 more level options
EBSVProduction=1 combined with EB’s Leatherworks brings the leather chain
EBMaterialsStore=1 a 1.07 option to store materials
EBLeatherWorks=1 makes saddles
EBFarmHouse=1
EBFarmHouseA=1
EBSVDecoResort=1
EBWinery=1
EBStorageSet=1
EBSmallStorage=1
EBSVFoundry=1 processes ores
EBGlassWorks=1
EBSVWorkShop=1
KidPortableMineRKEC=1 mine that is less critical on placement.does not need a mountain
KidWorkPlaceVillage=1 many small processors,fits well with the farmyards
KidFarmyard=1 gardens that also help support farm areas with tools,clothing,and firewood
KidStorageCrates=1
KidStorageCarts=1
ColonialHousing=1
KidColonialResource=1
KidYardCover=1
KidColonialCityCenter=1 several shop house mods
KidWildWest=1
KidGhostTown=1
KidGhostTownHouses=1
KidWorkshop=1
KidBakeryGarden=1 greenhouses and mill and bakery
KidGHLightHouse=1 functions as a house
KidGothicFantasy=1 candle shop and stone textured buildings
KidGrannyPark=1 handy fillers
KidLogDepot=1
KidWindSawmill=1 cuts lumber or firewood
KidPlimothPlantation=1 rustic pioneer styled houses
KidWoodenFort=1
KidRowBusiness=1
DungPile=1 stores fertilizer
KidRailway=1 a train set
NomadSignComplete=1
KidVegetableGarden=1 veggy seeds, the veggies do need sorted into
KidSomeBoats=1
KidForestPonds=1
ForestCombo=1 a small forester set
marketpuzzle=1 market set
BirchBarkCanoe=1
KidTinySeparate=1
WashingMod=1
DecoPlants=1
KidDecoFarmAnimals=1
KidAnimalShedPlus=1 these animals need fed
KidNativeVillage=1 a full Indian set,brings tobacco gardens
KidTinyDowntown=1 more shop houses
Ketchup=1 factory
RKWoodBakery=1
ChooChoo=1 train set
college=1 higher capactiy school
PlymouthHouse=1
BostonHouse=1 RED’s houses that i added back to the RKEC LITE
CountryLittleHouse2=1
BostonHouse2=1
CountryLittleHouse=1
WhiteHouse=1 a huge townhall
OldHunterHut=1 hunter+house cabin
TrainingCampMain=1 brings the hunter tower
TrainingCampDeco=1 another fort wall set
CityRoads=1 wide stone roads with sidewalks
NordicLogCabin=1
Infirmary=1
TurfHouse=1
TurfStorehouse=1
VillageShop=1
SmallTipi=1
NordicWarehouse=1
Hunting=1
FlyFishing=1
UnblockableDebug=1 handy for testing new mods or to fix conflicts
fountainlite=1 brings some castles and housing options
GrassyRoads=1 brings different road textures as well as lawn grass or clear to block re-growth
NewTrees=1 lilac,dogwoods,flowers,and trees
StorageShed=1 a small shed
CCDocks=1 some rustic buildings. a small rice winery and can grow reeds.
SpecializedStorage=1 industrial market square
SJGL_Small_Markets=1 set of specialized markets
MaritimesRiffle=1 water textures and terrain mod
MaritimesSherbrooke=1 Necora’s city building set
MaritimesStorage=1