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KevinTheCynic

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KevinTheCynic last won the day on July 22

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About KevinTheCynic

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  1. On a completely different topic, just in case there is any confusion - Governor is not her name, it's her rank in this forum. Her name is estherhb. In regards to the hunting blinds, if they are causing a problem for you then the short-term solution is to ignore them and not build them. Unfortunately Shock and Kralyerg are both away from the site at the moment due to real life issues so they are not going to be able to answer your questions at the moment. Probably the best long-term solution for you would be if someone made a separate mod that alters the the hunting blind. That way you could instal it to affect your production but those of us, like me, who rarely see such high numbers, can choose not to instal it.
  2. Prompted by this thread, I'd like to ask if anyone would be interested in making some more buildings that can be placed over water. While there are quite a few buildings that can be built over the water when you combine CC, Discrepancy's DS Jetty & Bridge set and Necora's Inshore Fisheries mods, there are still a few buildings that are stictly land based e.g. the hospital and townhall. Any attempt at a sustainable village with the minimum use of land is always going to need land for the hospital, town hall, boarding house, fruit & vegetable growing and the blacksmith (so the more advanced tools like steel tools can be made). There is a specific need for those buildings mentioned in the paragraph above but I'd also like to ask @Ketchup and @kid1293 if they might consider making over-water versions of their greenhouses so some fruit & vegetables can be grown without needing a cropfield or orchard (specifically the greenhouse from the Garden Walls: Utility set and the greenhouse from the Tequila Addon set)
  3. I like the old chandlery and I also use it to match the other buildings with thatch type roofs
  4. An interesting idea @Banished&Used but as you've mentioned, there's some services that just are not available for any over-water village at the moment (e.g. a hospital, townhall, boarding house). For some variety I would recommend Discrepancy's DS Jetty & Bridge set found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=188 and I'd also recommend Necora's Maritimes mod, specifically the PEI Shore Fisheries and the NS Inshore Fisheries as they add some other services (rope maker, lumber cutter) as well as add a lot of variety. Both of those mods can be found in the download section here on the BlackLiquid site http://blackliquidsoftware.com/index.php?/files/category/13-maritimes/ I'm thinking that it might be worthwhile asking one of the modders if they could make some more over-water buildings to fill the gap caused by the lack of hospital etc. etc. however there will always be the issue of food variety to keep the citizens happy & healthy - they're going to need vegetables and fruits to supplement the chicken, fish & rice if they are to reach the full level of health and happiness. I wonder if Kid would consider making an over-water versions of his tomato greenhouse from the Tequila Add-on mod? It could be changed to allow other vegetables or fruit to be grown. In fact, instead of just thinking about it, I'll actually make the suggestion!
  5. hey

    Unfortunately real life has prevented Shock and Kralyerg from spending much time here over the last few months.
  6. @Snapphanen that sounds like there could possibly be a conflict with one of your mods. Do you have any really old mods that were from way back when Banished was still in version 1.0.4 or 1.0.5 at all? There's one particular mod called Pesky Produce that will cause big problems when trying to use it with Banished 1.0.7 and CC 1.75 but there's a few others floating about that may have the same problems. The other question would be what is your mod load order?
  7. I think that what all this shows, is that there can be great variation in resource production. Having seen previous examples of apparent over-production, I tend to think this is just one of those quirks of the map seed, map size and terrain type in use. I don't think it's a bug with the hunting blinds or CC 1.75. I tend to favour the same map size, terrain type and starting conditions whenever I start new maps and I'm using CC 1.75. I seem to get about 800 duck meat per hunting blind with my prefered map conditions. I "sometimes" see it go above 900 and more typically get about 750. Rarely do I see it go as high as 1000. Again, I believe this is just one of the quirks of the procedural generation of the map based upon the starting choices.
  8. I'd just like to say once again, that while the abundance of blueberries is due to the interaction of a few mods that includes Natural Diversity and appears to be unique to my specific mod collection/load order, this is not because of Natural Diversity. The root cause seems to be with the Pine mod and Natural Diversity has simply allowed a dormant problem within the Pine mod to became noticeable. If I ran my game without the Pine mod, the blueberry problem would probably not exist. @Bartender is being very generous & considerate of us, the players, by offering to fix a problem that is not even in his mod.
  9. As an afterthought, it's worth mentioning that if you have crop fields or orchards with no open land around them, you won't get any wilding plants from those fields/orchards. For example I have a crop field that is bordered by other fields and by a river and a stream and none of the plants from that particular field have been able to "cross the border" and take advantage of the Rebellious Crops mechanic and escape into the wild - because there is no open land for them to escape to!
  10. For the curious, I've added a few more images to my Poyens album to highlight particular mods plus I've added an image of the map.
  11. From the album Poyens

  12. From the album Poyens

  13. From the album Poyens

  14. From the album Poyens

    Map Seed: 824582559 Terrain Type: [CC] Lake Waters Terrain Size: [CC] Very Large Yellow box shows starting location By way of some explanation for the way the town is laid out, I favour the "organic" approach to town planning. I tend to group areas in "stages of growth" so that the more sophisticated buildings such as those found in CC (e.g. the fancy houses) start to appear in the fourth stage of growth. In the following images I'm at the second stage of town growth, the first stage was the initial "quick & rough" buildings found in mods such as Plimoth Plantation, Forest Outpost and Nordic Log Cabins. I like the eclectic (some might say chaotic) look formed by different districts as they have been added by growth stage rather than the well laid out and planned, built-by-grid approach. This gives me a distinct "old town" district because I don't upgrade the older styles of CC building to newer CC styles. When I want the newer CC building I'll place it in the appropriate sector of the town and upgrade it immediately it has finished being built.