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310 posts in this topic

good gods ! you are always working like a real game professional !

 

keep it up !

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Thank you !!  
Excellent news @Bartender & @despo20 :D  The buildings look excellent, the concept is wonderful (yes, more uses for the reeds!), and I'm thoroughly happy that you picked up Pesky, and created your own "Rebellious Crops"  Love the name!  Those little suckers were definitely rebellious ;)

I look forward to seeing the mod in the Download section ...  

Coming to a File near you ... hahaha ;)

Oh, and the modders here are all Wizards :D

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Thanks guys!

 

10 hours ago, QueryEverything said:

"Rebellious Crops"  Love the name!  Those little suckers were definitely rebellious ;)

I used this name like a joke when we started to think about this feature, and we liked it right away xD

 

8 hours ago, Discrepancy said:

I have made a Patch for my own DS mods to utilize 'Thatch' in construction when playing with NatDiv

This is great! Now I know how my next game will start :)

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Thanks for the kind words everyone :D!

17 hours ago, elemental said:

The models are amazing. So much attention to detail. :)

I wholeheartedly agree! @despo20 completely blows me away every time he sends me screenshots of something new :).

13 hours ago, Discrepancy said:

looking great :)@Bartender& @despo20a masterpiece in the making.

 

and a shameless plug for myself...

I have made a Patch for my own DS mods to utilize 'Thatch' in construction when playing with NatDiv,

it can be downloaded here.

This is amazing :D! Thank you for taking the time to make our mods work together like that, I'm definitely going to play with it :).

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Posted (edited)

There better be decorative versions of those reeds/grasses in this set ;)

Will the reaper grow thatch denser than the thatcher in the current version? Not sure if you saw my comment in another thread somewhere, I would like to see the fields of grass develop a bit denser around the thatcher/reaper. 

What did you decide about fuel? I found that the thatch as fuel as is in 1.0 is not really worth it, you can't support more than a couple of houses without clearing vast areas and the thatcher doesn't produce too much of it as it is a construction material. However, now you have the reaper > thatcher > thatch chain, having a fuel option in the thatcher (fire bundles eg) would be a good option as you can increase the output and make it worth while.

 

 

EDIT - the models are awesome, and that fish trap is inspired. However, you are really pushing the medieval style... not that there is anything wrong with that, but fancy giving some of the buildings a colonial/coloured wood panel version?

EDIT 2 - it's actually just the thresher I'd like to see in a colonial skin ;) the other two would fit in great

Edited by Necora
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*sneaks in*
Even @Necora has a wishlist ;)  Which is refreshing to know too :D  

*leaves before I get in trouble ;)

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A decoration pack is definitely coming, as promised ;). I think we'll first finish the regular mod, and then work on the other versions (light and deco-pack).

I did read your comment about the thatcher, but I think I forgot to reply to it in that thread, sorry about that! We're definitely going to reassess the productivity of the reaper, to make its fields as dense as the natural meadows.

As for the fuel, we've probably found a solution that we'll share soon, once we've done some testing. Our main goal is to compensate for the lower abundance of trees, without making it too easy to obtain large amounts of fuel either. The use of thatch as a fuel source directly is something we'll definitely remove. With the introduction of the two-step chain (grasses->grass bales->thatch) we feel that it's no longer necessary, as the player can simply turn of the thatch production and use the grasses for other goals.

I'll let @despo20 reply to your question about the models, as that's his turf ;). I personally love the medieval influence in his models, but I understand that it might not fit in that well with the North American building styles.

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@QueryEverything I do still play... sometimes... and it is always good to share ideas about mods. The reason I started modding is because I had such a large wish list I decided to give it a crack myself because I wasn't sure if many others had a similar tastes.

 

@Bartender Glad to hear about the grasses being denser, even if it is just making the models take up twice the space. I'd be interested to see the new fuel. I certainly think that you should increase the amount of wood per tree in the mod (high/low create of wood) as the main way of compensating for reduction in trees, vanilla was already under powered. IMO fuel still needs to be a two step process though, you have to harvest something and turn it into fuel rather than taking directly from the map. That in itself would remove the easiness of it and make any addition similar to the firewood chain.

Another issue with the thatch in V1, although by removing it's use as a fuel you have probably fixed this already, is that the material counts towards the fuel limit but the thatcher uses the construction limit, so there is a miss-match between the two there.

And I also think his medieval stuff looks fantastic, it wasn't meant as a knock against that at all, especially as most things in CC and a lot at WOB are very medieval looking. It would just be nice to have a wooden version of things as well as the stone versions. 

 

Anyway, looking forward to seeing the next version!

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Variants are possible, of course! But we have a long list of things to do before we can think of variants :P

I'm trying to maintain a consistent style for all buildings, so they are recognizable as belonging to the same chain/mod. Colonial-style variants might perhaps be included in another mod to add to the main one. A "NatDiv Colonial Style" that adds variants for some buildings.

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@Bartender While I haven't said much in this thread, I wanted to say that Natural Diversity has joined my list of mods that I won't play Banished without. I usually play on CC Very Large maps which means there's a lot of forest. With a number of mods altering the default plant life, the forests are now a mass of colours. Some of them are subtle and some of them are obvious but the variety of plant life (particularly the trees) means that the forests look like a natural growth forest rather than the acres of "nothing but pine trees".

Now I know that there are many pine forests in the northern hemisphere and the game is set in a northern hemisphere environment but there are many varities of pine tree as well, so seeing the same type of pine over and over again gets a little dull after playing hundreds of hours like many of us have done. Now, when I zoom in to look more closely at a particular area, I have a great variety of shrubs and smaller plants thanks to @tanypredator's New Flora and your Natural Diversity. It's become a much more interesting environment when I spend time spying on... err, watching?... observing... my citizens going about their tasks. :D

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Thank you for the kind words @KevinTheCynic :)! I hope that you will like the next version as much as the current one, or even more ;)

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Surely even more! :D

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Posted (edited)

@Bartender with the work you and @despo20 have been doing for the next version of Natural Diversity, I have no doubt I am going to like it. :hand1:

In fact I can't wait for its release! :)

Edited by KevinTheCynic
spelling correction
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Posted (edited)

4 hours ago, KevinTheCynic said:

In fact I can't wait for its release! :)

I'is very close ;)

 

4 hours ago, QueryEverything said:

No bias @despo20 ;) lolololol

Absolutely not! :P

Edited by despo20
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Posted (edited)

Natural Diversity 1.1 Beta release (for Banished 1.0.7)

After months of work, several weeks of testing, some more days of adjusting things, and a few hours of wondering how we should start this sentence, our work has finally come to an end! @despo20 and @Bartender proudly present the Natural Diversity update 1.1 Beta. As it is a beta version, bugs will be likely to occur. If you encounter any, please kindly let us know in this thread or through a PM to either of us, preferably including screenshots. Sightings of real life bugs are unfortunately not of any relevance, and we would not appreciate receiving pictures of those.

The file can be downloaded here.

Below is a summary of the content of this update. A detailed explanation of each feature will be provided upon full release.

Thatch Production Chain

595269a88ab86_NatDivchains.thumb.jpg.44477891fe4ee8887323d09e55ec0359.jpg

The production of thatch is now a two step production chain, introducing four new materials and five completely new buildings. The old thatcher building has been removed from the mod. The reed farm and fish trap can be placed on small rivers, introducing a new utility for these.

 

Natural Resources

Reeds2.thumb.png.dde8b77ba6f5d3e95eac50a3125136fd.pngBushes.png.e80e19452ba685286f6d27071ce27adf.png

BranchesBig.png.168a70047727a9628a5add444168285d.pngRocks.thumb.png.df83f243e1b0ad92ccd8d8ed3ff08826.png

Two new resources are added into the game, Reeds and Branches. Reeds spawn on the waters edge and give reed bundles (CC compatible), while branches occasionally fall from trees and give firewood. The Blueberries recieved an overhaul, now occurring as bushes that drop harvestable berries in summer. The bushes themselves give firewood when cut. Lastly, the rocks received new meshes and new textures, greatly increasing their diversity.

 

Rebellious Crops

RebelliousCrops.thumb.png.88e0e3a177d38e68987c6ebccd643824.png

All vanilla crops and orchard trees have a small chance of spawning seedlings outside their fields. This functionality was requested by @QueryEverything and is based on the currently obsolete Pesky Produce mod by OwlChemist.

 

Aesthetics

Rocks2.thumb.png.79694a7f60fca84b501271a7d9f1048f.png

Rocks have been added to the rivers, to give them a more natural look. These rocks are purely cosmetic; the cannot be harvested, nor will they block construction over the water.

 

Harvest wild foods & herbs Toolbar Buttons

Along with new toolbar buttons for the introduced buildings and resources, toolbar buttons have been added for the collection of wild foods and herbs.

 

Start Conditions

The vanilla start conditions have recieved a [NatDiv] prefix, to signify that these include the resources introduced in this mod. Furthermore, the easy condition has 100 Thatch added to the stockpile on start.

 

Updates to existing content

All natural resources included in version 1.0 have received a visual update. Parts of the models will sway in the wind, and the winter behaviour has been changed to provide a more accurate winter landscape.

Edited by Bartender
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I was just thinking about starting a new town today. Awesome work. Can't to try it out.

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