Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

elemental

Members
  • Content count

    172
  • Joined

  • Last visited

  • Days Won

    1

elemental last won the day on March 16

elemental had the most liked content!

Community Reputation

241 Illuminated

2 Followers

About elemental

  • Rank
    Artisan
  1. Red's fodder is basically hay. You can grow fodder in a crop field or you can build the fodder farmer, which is sort of like a grass forester. Red's stables use fodder and water to make fertiliser (manure). Then Red's greenhouse takes fertilizer and water to make food all year round. There is a flowers/perfume production chain in there too. The fodder could easily be used by the animal pens, too.
  2. That's a good idea. Grain (but which one? or should they use Red's fodder instead?) and also water. Would make a good override mod for those who like realism. Plus it would be a good use for water, which doesn't have a lot of uses at present. @Kralyerg could you please mod this?
  3. Glass, candles, and even furniture (the pews and alter). Making some buildings harder to build would really make them more of a meaningful achievement. A bit like a wonder. But of course basic buildings need to be easy to build otherwise things just get too complicated and hard. It would be good to see some of the production chains already in CC put to more use by being needed in building production. A hospital for example could require furniture (beds), bedding, and maybe even a bunch of healing potions. A tavern could also require furniture and maybe even glassware or pottery. A boarding house (or at least the upgraded version) could need furniture and bedding.
  4. The fish dryer is different to the fishmonger, although it does use a very similar building model. When the fishmonger comes back it will be as a separate mod, not as part of DSSV. There will most likely be at least one food preparation business with recipes that utilise the different types of fish included with the fishmonger set. Nothing has been finalised though as far as I know. If anyone has any fish dishes that they would like to see added to the game, feel free to make suggestions. No guarantee that they will be included in the final mod, but ideas and suggestions are welcome.
  5. Building supplies and homewares were a good workaround for the original limit of only 3 building materials. I know that some people hated it but I thought it was good. But now that the limit is gone (or soon to be gone) I do think that building supplies should just be replaced with actual building materials. But of course some people won't like that either, because of the reasons you mentioned. But I would definitely like to see glass used in the more advanced houses. They have windows, so they should need glass. Same with a big church - should need lots of glass. Homewares on the other hand... I'd be happy to keep homewares as a generic building material. It's good that they are there because it adds realism, but it doesn't really matter if the homewares mystery box contains rugs or pots or furniture or whatever. At least that's my take on it. It's interesting though that Luke has made this change after so long. Will he change anything else?
  6. The extra building resource option is a great addition. I do hope CC is updated to take advantage of this. Feel a bit sorry for the team though... so much work to change everything.
  7. And those few I mentioned are just the mods that I've been using in my current game. There are plenty more as well. No disrespect intended to any that I didn't mention.
  8. There is so much new stuff out in the last few months it's hard to pick a favourite. Kid's updated rowhouses look even better than they did before, likewise Red's canal update is great, and Discrepancy has been spoiling us with many great releases. Maybe just pick something new (anything...) and see where it takes you.
  9. The models are amazing. So much attention to detail.
  10. Tanks. Anything that makes stuff easier to find/get to is a good thing.
  11. Very nice buildings. "Reaper's shed" sounds a bit scary. I love the model though. Those green bales look great. I'm not sure I want to eat a salad made from grass bales though. Bit too healthy for my liking. Wild cereals sounds interesting though.
  12. A few different versions might be one way to go. But of course that means more work and deciding which plants get put into which version, and it would also be a little bit more confusing for players.
  13. So a collaborative wild plants set might be an option in the future, now that more modders are adding plants.
  14. Thanks for clearing that up. You might need to make a version that doesn't include auto-spawn.
  15. I'm a little confused at this point. Do your grassy meadows spawn automatically at the start of the game or do you need to build them in the same way that we build Red's fodder fields? If they are automatic, does this affect other mods/start conditions/etc?