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stiles

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About stiles

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  1. i can give u a workaround for the flatten earth problem. it isnt great but would help. u add a mod above CC that does flatten the eerath n place those items and remove them. like i said its a slow way but workable. use RED's new firemod the torches will flatten and are instant removable.no extra building time or costs.
  2. KEVIN U are using CC right? already have cellars. and it is a set: separates food,tools,medicine,etc. i think they take less space than the DS version. there are also root cellars but they are bigger and unless u have NMT they need to be set in a hill.Ds made a cpl storages similar to your sod h.ouses also. look up turf barn or tithe barn @ WOB.ialso use some of the fountain mod. have you added the renewable resource mod? that has a stone and iron "forester". it actually keeps the stone from running out and it works like a forester so the worker harvests and plants themself. i use these with the fountain gatherers to move the stone and iron to a bigger pile.add the tiny mod set for a mine and a quarry and u got a good start for a game. we could use a firewood gatherer but i dont think CC has firewood dropping from trees yet.thou when using the north i do have it. the only problem we have in expanding the forest set seems to be the more we add the less likely the others will appear. if we have 5 itmes to collect then we have a 1 in 5 chance per square of having x item. if we expand then we have 1 in n chances of getting the x item. that was why i thought of the ghosted forest idea,where the modder could set the production levels.problem i see in designing such a thing is the more we add to it by rights the more workers it should take to run it. i dont think there is a way to set a building to 1 worker u get this ,2 workers u get this +that,3 u gert this+that+ more.its almost like it becomes a village in the middle of the woods. but then each part is limited by the number of squares in a radius.as those circles overlap it limits the items you can collect.if we set a building say 4x4 to produce anything,the worker works in that space and wont seem like he is running around the forest gathering the items.hence why the huge area of a ghost forest.
  3. when my grandfather and uncle boiled sap,we had a large shallow metal pan over a fire.probly 3x6 foot or more. as for the press check this out:http://worldofbanished.com/index.php?action=downloads;sa=view;down=74 i like the idea of markets being specific. i have 1 building set that can store logs and stone.http://worldofbanished.com/index.php?action=dlattach;topic=542.0;attach=5741;image the problem with it is even thou these buildings are empty the game will tell you you are out of room for stone,etc. the good thing with markets is they will move itmes toward workers instead of just storing like piles. i have this that i use for a hunting lodge now:http://banishedinfo.com/mods/view/226-EMPORIUM-A-Market-Storage-Building#description. good for storage and supplying food to the forrest workers. be nice to have a better 1 with modular ends 1 for a hunter,1 for gatherer. no i have not seen a lake mod. we have a shore trout fisherman and NMT has a fish pond. and we have a couple decoration ponds. but they are tiny.plus they have rocks ll around them. no earthen bank at all. right now i am using "the north" and "cc" together and have trout and salmon, no "fish". did u understand the forest idea?? a placeable lot that you can still add to but by setting the work here n there it would look like a person ran around the forest and the modder could control the amounts that it produces.instead of the forest giving u random items and being limited to the # of squares. i got thinking of that with all u figuring out the pine pitch. you could do it in various sizes and leave a section in the center blank so we could place other buildings.why i think it may have to be built as a ghost mod. right now i am trying to build every mod building in 1 map using "the NORTH" and "CC" together. was working good til i hit a bouut yr 35-36. been fatal errors and i save n try to diagnose why and i can keep saving and the game progesses past the last error time. haven't gave up yet thou.just with all the constant saving makes the game play soo slow.
  4. what is the 2nd pic down? was hoping for more pics of the cider press and sap bioler. keeping with the forrest theme: how bout a small still? and we need a hunting lodge.could do as a storage place or market. could expand it to b modular and have additions to the sides for hunting and gatherer, add residences to upper floors. still need a fur trapper.add it as wild game,and then process for more meat cuts.ranning could give us both leather and furr. furr and leather coats giving more warmth and better trade values.similar to what "the north"mod does with reindeer coats.could do a 20x20 ghost square of a forrest with a lodge in the center. randomly get furs,logs,the pine pitch,sap,etc. with this way u can add animals for the furrs without having to make them animated. going back to the fishing: u could do a lighthouse as a residence. and a fishing pond or small lake.the 1 RED has with the NMT mod is too nice. we need 1 igger and "rougher"looking.say big enough we could use a rowboat in.mayb a small dock and a shack with some tree stumps in the lake.
  5. be advised i played this way for 35+ yrs. the last yr has been full of fatal errors . with constantly saving ,i could get the game to play forward and was not able to force the error so to diagbose why or what was causing them. in the end i bought bloom which is iron ore in the north mod.when the bloom is delivered to a storage pile then it fatal erros. do not buy bloom. however,that does not explain the errors throughout the last yr. i may try to go back 1 more save point n continue this game.
  6. NECORA,this mod set is looking better all the time.well done.i'm glad u set that lumberjack up like that.sometimes people don't want the large mill. that will be a good edition.
  7. its a secret.shhhhhh <<dont yell at me the circus closed and now us clowns have nothin else to do.
  8. i'm not a modder so excuse me if this is dumb. how much control over the trees changing with the seasons do you have? could you piggyback a sound onto the changes in the trees? in otherwords as the trees bud you get 1 set of sounds,and then as it leafs you get another?? the crops is about the only thing in game that is close to 4 seasons<plant,grow,harvest,winter> and i bet we have very limited control that way. just trying to think of a workaround. sometimes thinking outside the box helps.
  9. it would be nice if the icons from various mods would add themself in where they belong.sadly they do not. you get a mixture. sometimes houses will add to houses and sometimes as an extra icon then splits down. as RED's NMT had its own icon,it would be nice if that could be added to without having to reload the entire mod set each time. most storage buildings do add where they belong,but not all. i end up with like 5 bakeries,an assortment of mills,etc all scattered here n there.what makes it harder is not all the mills produce the same. some use corn and some barley or sorghum. pain in the neck to remember which is which sometimes.plus all the building requirement materials are different.i even tried to do a list on paper but that is caotic also.not all storage buildings list the amounts.i wish when i scroll over a mill it would say what product it takes. but i realize when you get to the bakery the list would be too big. i don't see a solution. i do think the mega mod would organize many of the icons but that also brings other problems. pressing so many mods into 1 brought a list of problems,glitches,and conflicts. i never added it.to date i have only seen 2 small pieces that i wish i had. as for your problem of switching comps and the icons and toolbar changing: did you change your mod order???? i notice you have several mods that affect the icons and toolbar. try turning them on and off and rearrange the order. if you loaded them and just turned them on in your 1st comp,and then swaped them to the 2nd and just turned them on,the order might be different. the order of the 1st comp is not relayed to the next. the order of the 1st would have been set based on when you loaded each mod.that might have a big effect on things.
  10. NECORA, we need a 30x30 forrested space with a nice hunting lodge in the center with a good storage barn. and modular a loft for the housing. then the "conservationsit" or whatever fancy name we call them,can gather and we get apples,blueberry,firewood,honey,etc from 1 location. then the production limit can be set in the mod.it sounds neat but the problem i foresee is so many itmes from 1 location. maybe have to make a couple 1 for gathering,1 for hunting and trapping,1 for the pine pitch,etc.i'm not a modder but i can come up with crazy ideas
  11. hmm is there a limit to how many items a gatherer can find?? or you can just add more and more to the resource rsc??? we could do honey too then.
  12. you can pause the production in other buildings by turning them off. click on the work icon.dark means it is off. other than that there isn't much control. those limits can't be made too sepcific. you can also set the building to produce what you don't have materials for and that will stop the worker from using stuff. i do that with the lumber mill,set it to firewood and he stops making lumber.there is also a resource building and the traders you can"hide" stuff in then it won't be used either.
  13. for turpentine just show a barrel pouring a black liquid and for pine itch just use a pine cone and some needles. keep it simple.
  14. place it above CC
  15. did u turn off all other mods so they dont conflict 1 another?? 2nd did u turn the mm mod on and exit and reload complatetly??