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Denis de la Rive

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Everything posted by Denis de la Rive

  1. A simple fact in Banished, time = distance = production. Therefor time taken to get essentials from a barn is going to impact production, unless you have only one barn, it means many trips to different places, to get what you need, and then you have to go to the stockpile too. Markets are a one stop shopping place, that takes the travel from the producer to a specialized vendor. Considering that goods are scattered across all storage structures, (regardless of closest storage, a well documented function), it makes sense to have a vendor do the walking for all the users of his market. We have many specialized markets that do the same for production, getting the raw materials, a gofer function that does the same, again 1 collector for many users. Its this function that makes markets essential, just like storage size in housing will limit the market visits. Its easy to underestimate one function when you examine it in isolation. Herbalist are the only way to use health products, which are again essential to survival, 50% of a heart is important when you only have 2 or 3. The central aspect of these misunderstandings are largely linked to a gaming style that takes the very easy version of the game that comes from MM as the game standard, which it is not for many players. Nor is it the way the game physics works.
  2. Hey, it was not aimed at anyone in particular, just felt a bit of tough love was needed. I have seen so many game play related request it sometimes it gets a bit irritating. I have never hidden my dark side, and have sometimes been brutally honest, but only because this game is great and we try to make it better. I read a post the other day where "F" variants versions of our buildings was described as redundant. Like you said our work on Banished is not a job, so we need to spend time wisely, a few minor looking things, can actually take a lot of work, like writing the wiki descriptions, or simply designing functions, and then testing them. Then you add the graphics and coding. So many choices, so few man hours. Simply changing the name of a resource has to be done in each file one by one. It takes time, thats what I did when we added lumber, change every building file, not just calculate the numbers, and you have to go slow so as not to make any mistakes. A missing coma can break the whole file. The same can be said of popup indications, numbers means that even a small change would require redoing each entry. You have to ask what is more important, cosmetic changes or adding more interesting functions and buildings. We chose to add rather than edit, and most would prefer this to the same better explained, (in game) version of CC 1.62. We are considering what the next version will look like and we may do a balancing and reorganizing of CC since it has grown like an onion, version by version, and could use some structural fixes. Yes I was a bit harsh, but honest and felt the love for the game in your words, I took the time to read your posts and answer. We have never rejected comments, and if we could we would do many more things that have been suggested by our followers.
  3. Reading all this I get the feeling that players want mod creators to do all the thinking, in addition to guessing what mods you are using. Many try to be compatible, but some players insist on using some mods that aren't made to work together, or complain about the things when they don't work. The best we can do is keep our content consistent, and pump out additions to help you customize you experience. The idea of having the required goods for production as a building requirement is simply foolish, and could be extremely restrictive on buildings like the clothier. We have produced the required documentation as best we can, (a complex job requiring a lot of time), much more than what Luke did with the mod kit. If you find making your own tools tedious, what about us, and then we should research the work of others so you don't have to! Or should we impose our ideas on others as a standard? Much of this issue consists of player laziness, and a reluctance to read, and memorize what the mods they use do. If you make a mistake its on you, not on the mod designer, or the mod's content. If the mods are too complex the you can play vanilla.
  4. Actually its easier to make food, very much like 1.62
  5. Looks very authentic.
  6. Nice!
  7. More art!
  8. I looked at pin tar, also, there is a nifty visual that you could use, in RL its dismantled after each use, but you could make it a building in Banished. I have visuals for turpentine making stills too. So you start with logs for pin tar and make pitch and products you indicated, but you can also combine it with turpentine to make nautical supplies, and health chests for naval use, (tonic, camphor, purgatives, and such). I dont think you need to make each component, just the final product. What is interesting is you can make turpentine, or the solid form rosin without logs. You have trees drop tree sap, (which can have other uses, like maple products, paint or dyes), that is collected like with wild foods. You could use logs, but historically pines were milked like maple without cutting the trees, and all that involves. It can also represent beech sap. Uses of turpentine, or rosin, (same production method, just a solid), its a paint thinner, and solvent as such very useful in naval circules. Paint, varnish, wax, camphor, tonics, flavour for gin, and as lamp oil. In the 17 to early 20th century it was crucial to any navy, it is generally obscured by the term naval supplies that included many things derived from it. You could even push the production details to have chains using beeswax, herbs, alcohol, and a second dose of tree sap. If you wanted to you could make perfumes, and red pain with vermillion, (an important part of the fur trade, but you need a mine). Building on this you get tree sap, (beech oil) to make "Russian" leather, by a process resembling tanning. Its waterproof, so again many naval uses, it also is used to make high end furniture, or boots. I could see it being used in many products used on ships. So you see it can get very complicated, if you want it to. In you mod I think nautical supplies, and medicine chest would fit with the nautical theme. Here are the images I found, from some of them you get an idea of how important this forgotten industry was. https://drive.google.com/open?id=0BzHkvl_n1VXXZFpPSGh2SU12X1k https://drive.google.com/open?id=0BzHkvl_n1VXXb1NXYldMWDRHS1k Happy to help with research or design, sorry not good with coding.
  9. Look at the storage charts in the wiki to see the flags used in CC, (in the header), there are differences. Coal is a fuel I think. If you are looking for a very large and partly nautical nautical chain, I have researched turpentine, have hand written notes, warning it very complex. You would need several building and products.
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  11. Production building workers will collect the needed materials from the nearest storage, be it a market or barn or stockpile, vendors only collect for markets from storage, never deliver goods.
  12. Just a little something I wrote a long time ago: Ballad of the Peeps In all things under heaven there is a time a time to cut a time to plant a time to built a time to change what is to what will be each in her time to live each in his time to die In all seasons a change of path in spring to sow in winter to fetch to each his time to work to each her time to gather and in the end to lie beneath the stone at least you won’t be cold And to every place its purpose in time a barn filled to the rafters a stock yard as bare as a fallow field a place to sow a place to reap a place to tend a place to cull And for each of us our time under heaven a time to hope a time to fear a time to learn a time to be sick a time to heal In all things under heaven a purpose for all this time be it fast or slow a time to pause a time to go a time to rest In all things under heaven a man for this a woman for that and children for us all a time to have a time to want and hopefully one to be happy In this place under heaven we live our simple lives we live beneath a watchful eye whether protector or destroyer we wait for our time to be for our time under heaven Anonymous, year 40, in New Hope.
  13. There is no difference in production output for lumber, just a different input, firewood production is simply faster than the chopper, so you get more over time.
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  15. This is fun:
  16. Tons of Dylan and Katy Perry,
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