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KevinTheCynic

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KevinTheCynic last won the day on February 23

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About KevinTheCynic

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  1. @Necora ah yes, I should have realized that from all the trouble that came with making the trees!
  2. Another Aussie here, although I am from Western Australia and right on the west coast so that puts me about 3000km away from @QueryEverything To put that in some perspective, it's like flying from Dublin to Moscow. It's about about four hours flight time from my part of Australia to Query's part of Australia.
  3. @Bartender if you're not happy with modelling those buildings, might I be presumptious and suggest a collaboration with one of the other modders to make them using your grasses and reeds? But to be completely blunt, I don't think it's necessary for a grass or reed hut to be particularly sophisticated, if it looks a little "rough" that will probably just make it look all the more lived in!
  4. Cheers and yeah, I reckon we can safely assume you are not completely nuts... we can assume that can't we? <please let the answer be "yes"> Pesky would probably work okay if it's placed way down the load order (i.e. below just about any mod that alters resource creation) but I believe the extra crop you get from it isn't worth the hassle of putting it in the right load location considering that it causes the game to freeze and needs a computer restart to clear. I would have been happy with just a CTD but restarting "everything" annoys me! Still, it did create massive fields of wild pumpkins or wild lettuce for me on some maps and I'm going to miss that, - and I mean massive, nothing else would grow because the pumpkins/lettuce were like an invasive weed, growing anywhere there was an open space! The area would have been about 20 x 15 squares covered in pumpkins... Ah, memories...
  5. Some interesting happenings... I moved Pesky Produce up the load order so that it was above every mod that affected free growing resources and any that affected cropfields & orchards. Everything was running as expected until I used the Debug Menu to give me access to all crop seeds - the intention was to plant a few cropfields and see if Pesky Produce was causing some crops to seed in the wild. The game froze and went to white screen when I tried to Alt+Tab. Had to restart the computer to get rid of it. I'm going to try the same thing again with the same conditions in place but without my music player running and without any webpages open (to remove any extra external factors that might have added more load on the RAM when Banished was trying to do its thing). EDIT01: Did the above and got the same result. Initial impression - it isn't the Debug Menu, it is Pesky Produce above all other resource altering mods when the game tries to autosave. I'm being drawn to the notion that when Pesky Produce is high in the load order, it becomes a problem child but it's also something to do with Autosave. I'm running another check with Pesky below Wild Flora (which as mentioned above, is above the other resource altering mods mentioned) but I am beginning to think that Pesky Produce may be too much of a problem child to keep using. EDIT02: Pesky Produce lives up to its name. Seems that it only likes to work when it's below the various mods mentioned in this thread. For now I'm removing it from my load order because I feel that what's happened for me supports the conclusion that @QueryEverything reached. I really like the mod but I don't think the minor benefit it gives is worth the headache the mod causes when in the wrong load order.
  6. Initial results. Wild Flora placed above all the other mods mentioned and I have the Wild Flora reources bag on the map at game start. Yay! The forest does not automatically have resources from the Pines mod. I expected that but hoped they would show up so... Boo! No crashes yet but I've only just started building homes so no conclusions can be drawn from that so far. EDIT: I have had Pesky Produce far lower in my load order than I thought (below all of the above mentioned mods but, more importantly, also below CC). Going to move it higher up the load order. For sake of reference, I have Wild Flora reources being produced along with thatch from grasses (NatDiv mod) in this game right from the start of the game but due to Wild Flora being above Pines, the Pines resources are not likely to appear until I put a Pines Forester in place. The last town I made, Pines was above Wild Flora so Pines resources were on the map right from the beginning. The first orchard I put in place was from Discrepancy's mod and it's running properly. Pesky being below CC may have been the reason (maybe?) that I was not having problems that Query was having as CC and everything above CC would have dominated Pesky in my games. So yeah, time to move Pesky up the load order and wait for the crash!
  7. @Necora @QueryEverything I have the forest resources from the Pines mod all working well, I had a bit of a brain-fart at one point when checking a warehouse thinking "Where the hell do these chanterelles come from?" and then finally figured it out, so yeah, I know it's working! But the main reason for speaking up again here is that while I have @tanypredator's Wild Flora mod, the wild flax has not been growing and I know that is specifically because I am using CC and for this particular settlement I was using the Appalachian forest start. So I don't know if that is having some extra impact along with Pesky Produce on QueryEverything's maps compared to mine. We know that Wild Flora alters the forest resources so it only seems to work with vanilla starting conditions e.g. Medium. I'm going to start a new map now that I am running Natural Diversity but I'll use the Medium start condition (as it implements vanilla forest resources and this is what's needed for Wild Flora) and I'm thinking I might have to move Wild Flora above Maritimes Pines as well. After all the waffling on, there's a few points to make regarding my last few settlements and which I will use again for this test: - 1. I am using Pesky Produce alongside Discrepancy's orchards & cropfields without any problems so far 2. I am using CC Very Large map size with Lake Waters terrain type 3. I am using Maritimes Pines and Wild Flora mods 4. I am using Natural Diversity (below Maritimes sets but previously above Wild Flora) 5. Discrepancy's Small Village Production mod (the one that supplies the orchards) is below Maritimes, Natural Diversity, Wild Flora but above CC 6. From memory, Pesky Produce is below Maritimes, Natural Diverisity, Wild Flora & Small Village Production but above CC 7. I do not have Maritimes Trees (the only mod I know of that Query has that I don't, that alters forest conditions in the game) I'm actually not expecting anything much to happen regards crashes/freezing/etc. but I'm hoping that with Wild Flora above Pines that I might have wild flax again at game start along with wild honey and rosehips etc. etc. from tany's mod. However I am also sort of hoping for something unexpected to happen along the lines of Query's problem to see if we can get another angle to check for troubleshooting. EDIT some time later: Checked on Pesky Produce. I have had it below CC all this time (as well as below all the other mods listed above).
  8. Oh you mean like that strange old aunt who makes meatloaf that's actually delicious but you really don't know what she puts in it... and it's best not to ask!
  9. @Bartender I very much like the idea of using reeds and grasses to make a bundle that's then used to produce thatch. I am like despo20, I like production chains that aren't too simple. I prefer a more complex/sophisticated production chain as a game challenge over the methods used in some other city builder games (where the challenge is to reach x number of population or build x number of houses etc. etc. so that you can unlock the next level or some special building). I completely understand @QueryEverything's desire not to have every building need thatch because it makes it more difficult at game start but I have a different approach in that I'm using tents provided by various mods for early game housing. I don't know how to strike a balance between these two different approaches to early game while using the thatch resource except for perhaps having some really simple housing in your mod e.g crude huts that use grass or reeds. Then the player can at least provide housing for the citizens while collecting enough thatch to make the more complex homes. Like QueryEverything I too saw that little watermill and thought "I'd love that in game" so @despo20 if that's going to be a new project for you, I'll add my "yes" vote for it! Example of a grass hut (Southern Africa) Examples of reed huts (Peru)
  10. Strange. At the risk of teaching you how to suck eggs, are all your graphics drivers up-to-date/compatible/working/accessing the right files/not in the middle of an update? I don't imagine that this is the problem especially considering you work with 3D graphics software so you're probably more aware of this sort of thing than I am. But it's the only thing I can think of given that at least one of the dll's listed is for graphics. I'm kinda hoping that discussing things here might spark some insight?
  11. Ouch! Three hours and then I come along and ruin it all by saying "It works for me..." I really wish I could contribute something better than that to help fix the problem
  12. Hi @Necora, while these troubles for me do have the PEI set as an important factor, rearranging the load order sorted it out and after I had reread Bartenders instructions for Natural Diversity for the third time I finally "registered" the section where he specifically states that Natural Diversity needs to be below any mods the change forest resource conditions - these are specifically my problems with load order, not problems by you or @Bartender So in short, I don't think your PEI set is the root cause of the problems and I really hate the idea of making you go back over the mod again to try and bugfix something that can be sorted out by having a good mod order, something we are all familiar with (and only becomes a problem when you're someone like me, greedy for the mods, and have dozens of them installed). @QueryEverything seems to be having a problem unique to her in that we can't seem to replicate it - and if anyone should be able to replicate it's probably someone like me who's crammed so many mods in from different game builds, it still amuses and surprises me that the game runs at all. I really have abused it terribly but if anything good comes from that, I suppose that it is the proof that many of these mods will work together if installed properly and placed in a good load order.
  13. No problem with using orchards and I'm using both the vanilla orchard and Discrepancy's variant. However I don't appear to get any "wild" versions of the orchard trees growing as far as I am aware but to be fair, I don't remember if that was part of the Pesky Produce effect and if it is, I haven't really checked for it
  14. Weeeeellllll... more confusion... I have Pesky Produce enabled, not sure of the version number though <boots up Banished, makes cup of coffee, still waiting for load screen, drinks coffee, looks around for book to read, can't find specific book, starts music player, listens to complete song, still waiting for game to load...> I have exactly the same version as you (ver2 - 1.0.4) I started a new town earlier today to troubleshoot a crash I was getting whenever I tried to use Natural Diversity, I got that sorted by placing Natural Diversity below all the Maritimes mods however the important point here us that I have Pesky Produce and it is working as intended in game. The first cropfield I planted was pumpkins and twice I have had to clear "wild" pumpkins from around the cropfield.
  15. Did you have the crash before running the Riffles mod at all? Because it seems to introduce some new elements into the game, I'm wondering if that's affecting the game behaviour? I don't actually know, just looking at your newest mods as the potential culprit (and perhaps, grasping at straws haha!)