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elemental

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Everything posted by elemental

  1. Are you using the option where farmers harvest the cotton and laborers pickup the harvested cotton? Or are you using the option where farmers harvest and then also take cotton to storage? It's the pickup option button on the field dialogue box. If the farmers are doing it all that does slow them down quite a bit, and that can lower yield. But I wouldn't expect it to be so consistently lowered year after year. This is a strange problem. You might want to start a new game and see what happens.
  2. My first though was similar to Red's. Have you added any new mods (are there any other than CC that have cotton?) and even if you haven't, what other mods are you using?
  3. hey

    It's so easy to install mods manually and this beta has been very stable and playable. People are missing out on some great new mods. I know that CC uses building materials but still, the extra building materials does give room to improve what CC has already done. CC has a large range of items (more than any other mod) and some of them could be used directly as building materials. Glass for churches, furniture and bedding for hospitals etc etc.
  4. hey

    It would be a shame if BL no longer mods for Banished. It would be bad timing too, considering that Luke has given us new flags and increased the number of the materials that can be used to make a building.
  5. I know what you mean. It can be hard to find a youtuber who plays the game you want to watch, plays it well (watching them play badly can be painful), and doesn't annoy you with their voice or other antics. Some of them can be very entertaining. Some of them... not so much.
  6. Have you tried the minimise trick? When you get the black loading screen press the Windows key to minimise Banished. Keep it minimised until you hear the game music. This trick can dramatically reduce load times. I don't use megamod but I do use CC and a bunch of other mods and my game loads in about 1 minute. If I don't minimise it takes about 6 minutes.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. The models are amazing. So much attention to detail.
  16. Tanks. Anything that makes stuff easier to find/get to is a good thing.
  17. 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.
  18. 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.
  19. So a collaborative wild plants set might be an option in the future, now that more modders are adding plants.
  20. Thanks for clearing that up. You might need to make a version that doesn't include auto-spawn.
  21. 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?
  22. Actually that's a very good point. Didn't think of that. But thatch could still be a building material for buildings other than basic vanilla.
  23. It would be great to see other mods use it. I guess it makes more sense for some buildings to need thatch rather than iron. Pity there is a limit of only 3 different building materials per building though. I don't know a lot about thatch, but aren't some water reeds used as thatch? Could be interesting to have a reed farm (bigger than the CC version) that grows reeds/thatch. Another job for @Discrepancy, maybe? Or if you are both interested in a reed farm, perhaps the two of you could collaborate on it.
  24. It matches vanilla perfectly. But where will your thatch be used?
  25. Forest food suddenly sounds much nicer than it previously did. You got a like for the puns alone. I'd give you another for the pics if I could.