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KevinTheCynic

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Everything posted by KevinTheCynic

  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.
  15. Hey @Banished&Used I can't say I have ever seen anyone other than miners or quarry workers getting crushed by rocks so this is a completely new one to me!
  16. Welcome to the forums and good luck for your modding. There are people here who are happy to answer questions about modding if you ever need and assistance. Don't hesitate to ask for help if you need it
  17. Hi Dalcyone, welcome to the site. Yeah the long load times were a source of concern for a few of us as we added more and more mods to the load order, particularly with all the extra material that CC was adding. Glad to see you've found the workaround because it makes such a difference to the loading time. I just wish I could use the Alt+Tab trick on Cities: Skylines to get that to load faster (unfortunately it seems to load every mod one after the other or something like that so the load time can be 20=30 minutes if you have too many mods... which, of course, I do!)
  18. Hiya everyone. In regards to my Poyens album, it was essentially created to allow QueryEveryone to take a peek at my town so I had no concerns for including stats or even the usual info bars available from the UI. It was to highlight the over-water buildings more than anything else although I did wander off into other areas for screenshots. I have every intention of adding tags and descriptions to the images but I am relying on good weather before attempting that - it's winter here in Australia and in my part of the country we are getting a lot of rain... which happens to collect in the underground telephone cable box at the bottom of my front yard... which happens to screw up the old cabling... which is due to be replaced in the next year or two... so rain = poor net connection. My first attempt to post the album was lost when my connection had a major slow down while I was trying to upload the album and download some software updates. Anyway... ah I just love using "..." so in regards to the blueberry problem... (or overusing it as the case may be... ) In regards to the blueberry problem - it's a problem with MY setup and NOT a problem with NatDiv2 & Rebellious Crops. I can say this with confidence because a lot of other people are using NatDiv2 and are not having the problem that I am having. After viewing the feedback/bug report comments on both WoB and BlackLiquid, it seems I am the ONLY person with this problem. All the plants that I have observed spreading into the wlld as a result of Rebellious Crops have been plants that I had to place into a crop field or an orchard first. At the time of the blueberry invasion I didn't have blueberries as a crop seed. None of the crop seeds I did have, spread into the wild in the early years. None of them have spread with anything approaching the rate that the blueberries spread and the blueberries started spawning in areas away from the settlement in the early years of the map so it would seem to me that they were running on some script that influences wild plant grow and not crop plants. Rebellious Crops doesn't influence wild plant growth in that manner, it causes crop/orchard plants to spread beyond the field they are planted in. So for example, I do not have wilding pumpkins growing in other areas of the map, they are only growing in areas right next to the cropfield they were initially planted in. I have two cropfields with pumpkins and only one of them has wilding pumpkins growing. The other thing to keep in mind is that I have not yet attempted to replicate the problem (because I am too devoted to Poyens to try another map) and so far nobody else has been able to replicate my blueberry problem. That all indicates that the problem is most likely unique to my mod setup. In scientific/technical methodology, you need to be able to replicate a certain result to be able to prove that it is indeed occurring. So far the evidence (circumstantial although some of it may be) indicates that my blueberry problem is a unique result. Unless other people can replicate the same problem with a different mod setup to mine, then there is no support for the theory that Rebellious Crops by itself is causing the problem that I am having.
  19. @QueryEverything made an observation about my blueberry problem that may well be the underlying cause. She asked if I was making use of any of the respawn mods and I am, Renewable Resources by Kralyerg. I didn't consider it because it basically lets you build a shack that will spawn stone, iron, coal and dense trees so I never thought it might affect other plant life. I'd been using it for a while because I always seem to run short of logs after about 100 years which is about where I am now. So far I haven't built any of the Renewable Resources shacks but the fact remains, the mod is active in my game. So to QueryEverything for thinking of other possibilities. At some point I'll start another map with the same seed, start conditions etc. etc. but with this mod disabled and see what happens - although at the moment I'm enjoying Poyens too much to stop it now, even with the blueberry problem As an aside, I made an album of screenshots focusing on Poyens' lakefront but it also shows many buildings from other mods I'm using including those from NatDiv. I'm still getting the descriptions for all the images sorted out after I totally screwed up the album creation the first time due to my crappy internet connection and me trying to upload images while I was downloading some new software updates. My second attempt at creating an album for Poyens can be found here: -
  20. From the album Poyens

    Tom Sawyer's chicken coop might appear to be a little small for the yard but I dont think he intended it to be used at maximum size! At maximum size it will hold the around the same number of fowls as a vanilla stock paddock of 8x15 squares. I really like the chicken coop if for no other reason than it gives another alternative to the vanilla stock yards plus it's a really good looking mod! To keep the chickens from wandering into the nearby residential area, a brushwood fence from Discrpancy's DS Fences and Decorations ver: 1.2 was built around the yard with gates provided from the CC town decorations menu. This image also shows homes and school from Kid1293's Rowhouses mod and next to them can be seen RedKetchup's Old Tailor House (another of his really neat, two part mods that allow you to place a residence above the workshop so that you can set it within a market radius without losing a house)
  21. From the album Poyens

  22. From the album Poyens

  23. From the album Poyens

    This image was specifically to show the textures from the different cropfields that can be made with different mods. In it you can see the CC Plantation field (dark earth colour), the DS Small Village: Production (beta) Village Crop Field (tan colour, the colour is like the vanilla cropfield but with some slight texture changes so that it is distinctly different to the vanilla cropfield when you see them side by side) and the NMT3.0Series texture for the vanilla crop fields (light brown with green tinge). The NMT3.0Series texture will overwrite all the vanilla cropfields so make sure you want that to happen before you decide to use it - or install Discrepancy's DS Small Village: Production (beta) to enable two different colours!