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Bartender last won the day on June 19

Bartender had the most liked content!

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About Bartender

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  • Birthday 01/31/1991
  1. Thank you for the kind words @KevinTheCynic ! I hope that you will like the next version as much as the current one, or even more
  2. I'm aware of the fact that the current version of NatDiv might be a bit heavy for older systems. The next update will include quite some optimizations, so hopefully that will solve any lag issues for most of you. At the same time, it is a mod that aims to add more diversity and realism, so it's bound to still be a bit heavier than vanilla banished.
  3. Sneak Peek 6b As promised, here's an update on the berry bushes, as well as the reveal of a new wild resource as a little extra . A while ago, we showed the first new berry bush variant, which was the Northern Highbush Blueberry. The second variant that will be added, is a slightly smaller species, the Black Huckleberry. To refresh the memory, or to create a new one if you haven't read the earlier post; these bushes drop berries on the ground, which can be harvested by the vanilla gatherer. The bushes themselves can be harvested for a small amount of firewood when in dire need. Falling leaves We concider the work on these bushes as somewhat of a test, before we start on their larger cousins in an overhaul of the trees. As part of this, I've played around with a longstanding wish of mine regarding the seasonal behaviour. In the vanilla situation, when the deciduous trees lose their leaves, these simply disappear. As you may observe in the video below, the leaves that fall from these bushes will stay on the ground at their base, and get snowed over as winter comes. They then disappear again when spring arrives and the bushes make new leaves. https://webmshare.com/play/AdYxQ Falling branches Another addition that we did in preparation for when we head into the forest, are these branches that will occasionally spawn below the trees. The can be gathered manually for a small amount of firewood too, but will not have a specific gatherer associated with them. Our aim is to have these, together with the bushes, compensate for the smaller amount of trees on the map with our mod. At the same time, we do not want to make it too easy to build a supply of fuel, so these will not spawn very frequently. The balance we want to create is one where it's simply not worth it to have a worker permanently roaming the forests in search of firewood, but where sending some out to harvest in a time of need can just make the difference between surviving the winter cold or finding a frosty grave.
  4. A decoration pack is definitely coming, as promised . I think we'll first finish the regular mod, and then work on the other versions (light and deco-pack). I did read your comment about the thatcher, but I think I forgot to reply to it in that thread, sorry about that! We're definitely going to reassess the productivity of the reaper, to make its fields as dense as the natural meadows. As for the fuel, we've probably found a solution that we'll share soon, once we've done some testing. Our main goal is to compensate for the lower abundance of trees, without making it too easy to obtain large amounts of fuel either. The use of thatch as a fuel source directly is something we'll definitely remove. With the introduction of the two-step chain (grasses->grass bales->thatch) we feel that it's no longer necessary, as the player can simply turn of the thatch production and use the grasses for other goals. I'll let @despo20 reply to your question about the models, as that's his turf . I personally love the medieval influence in his models, but I understand that it might not fit in that well with the North American building styles.
  5. Thanks for the kind words everyone ! I wholeheartedly agree! @despo20 completely blows me away every time he sends me screenshots of something new . This is amazing ! Thank you for taking the time to make our mods work together like that, I'm definitely going to play with it .
  6. It has been well over a week since our last update, so Sneak Peek #6 is long overdue! The crowd: “You’re late!” Me: “A coding wizard is never late, nor is he early, he arrives precisely when he means to.” Due to real life activities I am personally a bit short on time at the moment, but for the past two weeks @despo20 and I have been working hard on several parts of the mod. We will present these to you, and we have an announcement to make, so bear with us! The completion of the basic Grasses & Reeds Production Chain The last new building of our production chain, the fish trap, has been completed. It can be constructed on small streams, and requires wood and reed to be built. It is meant as a cheap fishing option that doesn’t require thatch. It also has a durability tied to the amount of fish caught, after which the trap breaks and needs to be rebuilt. As @despo20 has designed so many wonderful new buildings for this chain, we felt that my old model for the Thatcher didn’t quite fit in anymore. Therefore, it has received a completely new design, in the same style as the Reaper’s Shed that we’ve shown before. This updated version will utilize grass bales or reed bundles to produce thatch. And with that, our basic chain is completed! We already have quite a few plans for expansion, but this is what we’ll be releasing first. Here’s a complete flowchart of the chain: Rebellious Crops Based on an excellent suggestion by @QueryEverything, we have decided to revive an outdated mod made by OwlChemist, who is unfortunately no longer active as a modder for Banished. His ‘Pesky Produce’ mod made crops and orchard trees have a slight chance of seeding outside of their fields. This is highly realistic behaviour (plants tend not to care about artificial boundaries), and therefore fits perfectly with our goal of Natural Diversity. The crops growing outside of the fields can be harvested with a new ‘clear foods’ and the regular ‘clear trees’ toolbar buttons. Version 1.1 release With our basic production chain finished, we have decided to start moving towards the release of NatDiv version 1.1! Everything we’ve shown so far will be included in the new version, along with some other tiny things we didn’t show yet. A full list of all the new and updated features will follow. The coming week(s) we will focus on polishing and testing, after which we will release an open Beta to let you have a taste and for us to gather your highly valuable feedback!
  7. Haha, thank you ! I wouldn't concider myself much of a poet, especially not in english, but I do enjoy writing a lot. One day I'll be good enough to publish some things . I like that one, at least no animals are harmed that way !
  8. It's tuesday already, so we're starting to run a bit behind schedule.. here's Sneak Peek #5! This past week has been a week of a variety of things, and yet of nothing in particular. It was a week of bushes, boats, bridges, brainstorms about biofuels, and branches. There were other things, such as rocks, reeds and raw materials, but their names did not fit well into the last sentence. Other than arranging the words according to their first letter, we are afraid that there is not much of a theme to discover in this week’s sneak peek. In absence of such a common denominator, we will resort to simply showing you whatever is close enough to completion to be shared. The reed farm My honourable colleague @despo20 has spent most of this week working on the next part of the reeds and grasses chain; the as of yet unnamed reed farm. Due to limitations in the game code regarding the spawning of resources on the river banks, we spent a long time testing various possibilities for this building. In the end, we decided that the most realistic and historically accurate approach was to go for a boat on the small river, with a bridge connecting the two shores. The building functions similarly to a forester, planting and harvesting reeds in an influence area along the river banks. The associated profession will be a reaper, similarly to the reaper’s shed that gathers grasses. The gathered reeds can be processed by the thatcher or be used for the construction of fish traps. They will also be compatible with the reeds introduced in CC. Alternative Rocks A few weeks ago I have shown some images of rocks in the rivers. This week, we have worked to create suitable meshes and textures for these water rocks. In the process, we have decided to kill two birds with one stone (or two flies in one slap as we say in Dutch), and start an overhaul of the rocks on land as well. The state of diversity in the original rocks is rather appaling; there are only three meshes and they all have a bland, low-quality grey texture. To improve this, we have done several things; I have created (and am still creating) many different meshes, currently a total of 8, to allow for more diversity. Meanwhile, Despo has created several new rock textures with increasing amounts of moss/algal growth on them, for some colour variation. Lastly, a trick in the coding allows us to spawn each mesh at several different sizes, multiplying the number of variants we can create. The result of this is that with just these 8 meshes, we have managed to create 12 unique variants for the water rocks (flat meshes with heavy algal growth textures only), and 36 unique variants for the land rocks (all meshes, with low and medium moss growth textures), a selection of which is shown in the second screenshot. That concludes this week’s preview! We’ve been working on many other things in the past weeks, including the things we mentioned at the start of this post but didn’t show. We are not quite ready to share those, but they will be shown in subsequent sneak peeks!
  9. I completely agree with this. In the end we're all trying to shape the game in our own way, and we shouldn't be scared of doing so if we're shaping it into something else than another modder did. I agree that cross-over versions and mod collections are perhaps the best way to overcome these differences, as the original mod can stay 'pure' in that way. For the moment I personally don't really feel like there would be much to gain from redoing Red's work, so if anything it would be something like an add-on or a cross-over version indeed . The idea of an old growth forest is definitely an interesting one, it adds realism and even more diversity to the environment. I have thought about it before, since OwlChemist is no longer actively modding we can't expect him to update his mods to work with everything that's coming out now, but there's some good ideas and it would be a shame to lose them. For the moment I didn't try my luck on trees yet, but it's something I definitely want to do at some point. Making things spawn lower is done simply by changing the range with the minHeight and maxHeight, but there's a catch.. It only works for resources that are spawned through the StartConditions.rsc, and only for their initial spawning behaviour. The problem is that for reseeding or for secondary spawning (through another resource) the game seems to completely ignore the min and maxheight settings; it just places them between 0.0 and 1.0 by default. This is really a big flaw in the coding if you ask me. For the reeds, we had to turn off reseeding and make them everliving. We also had lots of problems finding a way to make a reed farm in a realistic way, though we did find something in the end. Another issue that you have to take into account is that all tiles below 0.0 are marked as 'water' or 'deepwater'. If you set the minheight too low, the resource may be spawned in places that are unreachable for the bannies. For the reeds, I set minHeight to -0.7 and maxHeight to -0.1, which seems to be fine.
  10. I've heard plenty a tale in the short time that I have been here. They spoke of His legendary deeds, and of His omniscience in the fine art of modding. At first I was an unbeliever, thought the stories were just myths from a time long gone. For I had not yet seen His true form. Now, I have found my faith. The Lord ShockPuppet be praised! I'm glad to hear that you have made a full recovery ShockPuppet , and spending time with a pet sounds like the best possible way to rehabilitate.
  11. @taniu I think ponds would be an excellent addition to our planned decoration pack . @QueryEverything Being a highschool teacher, I know from experience that it never hurts to explain something twice . Or thrice for some students. And frice(?).. fourice(?).. four times for the extremely forgetful ones. To get to the content of your post, I completely agree. Duplication of similar items is something we will avoid at all costs; it's unnecessary and only leads to a frustrating gameplay experience. The 'hooking on' to chains created by other modders that I was referring to, is a bit of a different case. What I meant is that it's sometimes difficult to make something compatible with a chain that was designed from a different philosophy. For example, it would make sense for us to make a link with Red's fodder in his Garden Walls mod, as fodder is produced from grasses. The problem however, is that his chain works completely different from ours; the grasses in GW produce fodder directly, where ours produce grass bales which first need to be processed. Now to make the mods compatible, we could make a building that produces fodder from grass bales. However, this building would be completely useless if the player doesn't have GW active as well. It would also create two very different ways of producing fodder, making for an unintuitive gameplay experience and a chain that is difficult to balance. Another option would be to make one of our resources, for example the grass bales, directly useable as fodder in GW. That would create problems with inconsistent names however, and the balance of our resource would have to be adapted to the pre-existing one. In a case like this, I personally don't see any adequate solution to make the chains work together in an acceptable way. I guess I've been rambling a bit as well here, but I always feel that these kind of things also help us to make sense of our own thoughs
  12. Guardians of the Galaxy 2 was quite enjoyable indeed . I normally don't like the 'superhero' type of movies, but this one doesn't take itself too seriously in that respect. I liked the odd combination of eighties music and super futuristic space settings as well, that first scene with Groot dancing to Mr. Blue Sky by ELO was great .
  13. Thanks everyone ! Yes, we will adapt the yields to create a healthy balance for the new chain. We have been thinking about a way to make this compatible with Red's fodder, but we haven't reached a conclusion yet. When I was doing research for the thatcher building, I once made the mistake of doing a google image search for 'Thatcher'. Didn't quite get the result I expected . The fuel seems to be a much appreciated option, so we'll definitely look into that . We'll also dive a bit deeper into all the possibilities of 'hooking on' to existing chains in other mods. We do have many ideas ourselves though, so we might also decide to do everything our own way . I haven't worked on the bushes recently, but my original intentention was to add more variants indeed. They will come in time I guess . Just like the original version, v1.1 will be completely stand alone . It won't require any other mods to use it. I'm not sure if it would be completely compatible with the North, we'll test that.
  14. A new week has started, which means that it is time to look back on the last in Sneak Peek #4! As the fourth week of development on Natural Diversity v1.1 has passed by, the main body of the update is slowly starting to take shape. So far you have seen the new berry bushes (to finish the gathering resources overhaul), and a beautification of the natural waters with reeds and rocks. This past week, we have worked hard on laying the foundation for a production chain for grasses and reeds. I say we, and that is not me referring to myself in majestic plural. It implies that the development of this mod is no longer in my hands alone. Some time ago the wonderfully talented Mr. @despo20 has kindly offered to aid me by designing the buildings required for this production chain, and I have accepted his offer gratefully. His architectural skills are far beyond my capabilities, and are already proving to be of great value for the quality of this mod. Though the rough division is that I will remain responsible for improvements to the natural environment and that Despo will take responsibility for the buildings, decisions on either are taken in mutual agreement. What you see of this mod may thus from now on be considered a team effort . The grasses and reeds production chain While developing the production chain, our main goal was to lay a foundation that would provide enough use for the introduced resources on one hand, and enough space for future expansion on the other. Currently the chain has two levels, shown vertically. The first level consists of the two production buildings, the Reaper’s Shed for harvesting grasses, and a Reed Farm to harvest reeds. Harvesting grasses produces ‘grass bales’, a raw material that can be processed by buildings of the second level. Harvesting reeds produces ‘reed bundles’, which can be either processed or used as a construction material directly. These will also be compatible with the reeds introduced in CC. The second level includes two processing buildings and another production building. The first processing building is the Thresher, where wild cereals and other edible plant parts are separated from the grass bales. It will produce ‘Wild Cereals’ and ‘Wild Salad’, both foods. The second building in this level is the familiar Thatcher, which produces ‘Thatch’ from grass bales or reeds. This thatch can then be used as a construction material for buildings with thatched roofs. The third and final building of the basic chain is the fish trap. It will require reeds to be built, and will be placeable on small rivers. As the name suggests, it produces fish. This offers a way to gather food with a building that does not require thatch, while also introducing a use for the small rivers on the map. That's it for this week! As always any feedback and suggestions are more than welcome ! To conclude, we would like to share some screenshots of the first two buildings; the Reaper’s Shed and the Thresher. Both buildings were made by the amazing @despo20!
  15. Just for figuring out the water though .. Those wonderful canal walls and buildings are what made this mod great already! I'm happy that I could enable you to make it even better .