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Necora

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Necora last won the day on April 24

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  1. Cheers @Bartender I thought that might be the case. I've made a(nother) new material and it does the job. Do you use this at all in your natdiv stuff? Do you notice any significant change in performance with no culling? I assume it is done to prevent wasted effort and resources drawing faces you'll never see, but I wonder if the trees would look more full with culling off. On a few fallen decorations there will be no change in performance, but if I were to do it on the other trees that fill the map... I wonder if it will be too much for the game to handle? I guess I can try and see if it makes any difference in both visual and performance. Would be nice if it made the trees fuller though. @QueryEverything hmm, you and @stiles seem to be reporting a similar thing. You don't happen to use an aging mod or something that also messes with the time it takes for trees to grow do you? Perhaps somehow the wild flora mod is interfering here? I don't know how that is coded, but it shouldn't impact the foresters. You should start to see traps (and the maple sap, pine resin, chanterelles, blueberries, cranberries, apples etc.) after about 8 months from building the tower if you have cleared the area and the trappers will start harvesting them ASAP. Then they should become pretty prolific in the radius. I have noticed that sometimes trappers can be a bit slow on the get go, but not that slow. I can't remember the numbers I was getting now, but I know after just a couple of years I had way more fur and pelts than I needed although game is a little lower than I would have liked.
  2. exactly, only with more frustration and less tasty reward, and the same amount of doubt about your well being afterwards.
  3. I've had that empty package (where it seems to finish but did nothing and nothing is produced) a few times before too. The error is probably in your package.rsc, and probably something like what Kralyerg and Discrepancy have mentioned above, a miss spelled name or line, a capitalized or non-capitalized letter. Often, if I can't find these sorts of issues, I'll just delete the package.bat and package.rsc and start again using the apiary examples (or another one I know works) making sure all names are identical throughout, including capitalization.
  4. the mod kit does... strange things... it's best to not question it's methods...
  5. I do like that mill. I have a few mills on the go at the moment, nothing quite that small though. I was tempted to make one for the pine set but just don't have the time. @despo20 if you're gonna do that one... how about make it small and compatible with the new river decoration set... it would be really cool to have a mill for that set! If it was made to sit in a -0.25m or -0.50m setting, you could style a mill pond behind it and have it empty eventually into a stream or river.
  6. Two tiles.. where am I now or where am I from???
  7. Hi @BuildHappy no, you don't need them both. The new trees are included in the Pine Set and will spawn on start up in replace of the vanilla trees. The difference between the two sets is that the 'Maritimes Trees' set is visual only. All it does is change the trees from vanilla models to new models. The Pine Set adds a load of new natural resources such as beaver lodges, chanterelles, blueberries, cranberries, fiddleheads that are also spawned on start up.
  8. There are two mods (as far as I know) that produce fur. The training camp mod by Ketchup produces it from the hunting towers, and my Pine Set produces it (and pelts) through a trapping chain.
  9. well glad you guys are figuring it out. Well, it probably needs to be done anyway. There have been so many changes lately that it is hard to keep up and I can't remember what I used for the earlier sets. It will probably all change again when the game comes out of Beta! @QueryEverything I have no idea how that was done, so I might not be the best person to ask for that! @Bartender I have a question for you. What does CullMode do? I know it determines if you can see the faces even from behind, but what do I set it to? I want to make sure that if you rotate around an object (a fallen tree) then you can still see the textures from behind (branches). Do I set it to " CullMode _cullMode = None; " for this to happen?
  10. @QueryEverything and @KevinTheCynic What a conundrum you guys have. I have no idea why these crashes would occur, nor do I have any idea why the maritimes needs to be above any other mods that also have all the new things associated with them. I had a look through the code for the PEI Shore and there is nothing in there that stands out as something that could cause a crash, it is all unique to those buildings (i.e. no links to other template files). Maybe something deep inside the code is from an old version or something, it is possible that with all the updates to the game lately something hasn't followed along. I guess the only thing I can really do is re-build all mods and make sure everything is up to date. @Bartender nope I didn't try again, I will do though. That sounds like an interesting idea. It would be cool to get a nice ice texture to show up on water during the winter. Oh and those reeds are pretty cool, mind mixing up the heights of them for decorations so we can have them go down a river bank? So we can place them at lower levels and they are low to the ground.
  11. Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier. In this next version, you'll find... 1x ghost water steam particle. 1x ghost water foam particle. 4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed. 4x digging tools = 0m, -0.25m, -0.50m, and -0.75m. 3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement. 3x lower level water squares = -0.25m, -0.50m, and -0.75m. 3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement. All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work. Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river. These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this... MaritimesRiffleWIPv2.zip
  12. I have started to play around with some more decorations. This time I've made a 'paintable' water square, to make a pond on land. There are currently 3 F-variants of a center piece, corner piece, and edge piece (which will be turned into individual buttons because it is annoying). I need to play around with the edges, they are rather harsh. But, the water does 'move' slightly (like the trees to in the wind) so this gives the pond a nice, but subtle, bit of movement to it. I plan to make some at a couple of sunken stages so you can ultimately build a stream through your town to the river. I'll also make some rapids and turbulence sections for this. And some diagonal pieces too. I will probably work on this while listening to the hockey tonight, then share it tomorrow. But for now, thanks to the decorations included in CC and a few of my own, we have a nice, custom DIY reflection pond
  13. @Bartender hmm I can't seem to get it to build... C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>..\..\bin\x64\Tools-x64.exe /build MaritimesRiffleResources.rsc:resource /pathres ../MyMods/MaritimesRiffle /pathdat ../MyMods/MaritimesRiffle/bin SRS Toolset version 1.0.7 Beta Build 170320 Compiling 'MaritimesRiffleResources.rsc:resource' Compiling 'MaritimesRiffle.rsc:MaritimesPainting01' Compiling 'Template\MaritimesPainting01.rsc:resource' Compiling 'Template\MaritimesPainting01.rsc:model' Compiling 'Models\MaritimesPainting1Mesh.rsc:resource' Compiling 'Models\MaterialInstance\TestWater.rsc:resource' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:resource' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:normal' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1010: Unable to open file '../constants.srsl' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1004: Unexpected token '../constants.srsl' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(2): error C1010: Unable to open file '../lighting.srsl' Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'! Video\SRSLCompiler.cpp(60) Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'! Video\SRSLCompiler.cpp(60) C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>pause Press any key to continue . . .
  14. @Bartender so the bush is now a tree that spawns fruit? Nice idea, do you include it as another tree line or as a separate thing like the grass? Also, I think what @anni71 is getting at is ghost decorations either included in the mod or as stand alone. To be honest, I don't think you'll be able to get away for very long making such cool things without making them into ghost decorations
  15. @Bartender cheers, I'll have a go at them. Although, I think it does add a nice bit of contrast when used with other things. We'll see what the feedback is as more people use it/post screen shots. Also, talking about material, how good are you at going through the material codes to modify things? I can kinda do the .rsc, but the .srsl or what ever is a totally different language to me and I have no idea. What I would like to do is make a material that fades with the seasons, like billboard, but doesn't face the camera and doesn't change colour in seasons. I simply want a material to disappear in winter. What would be even cooler, is if we can then make a material that appears in winter, and disappears during the summer. I was thinking of making some 'paintable' water squares at ground level and perhaps -.5m, so that you can paint lakes/rivers/streams/ponds on the map, where ever you want. It would be neat to have two textures, 1 a nice blue water for the summer that disappears in the winter to reveal a nice ice texture beneath. I think that would be pretty cool.