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While I don't have screenshots of NatDiv buildings for @QueryEverything, I do have another example of Rebellious Crops to offer. This time it's the potatoes that decided to escape the confines of the crop field!

596c4efb8712f_Poyens-NatDiv2-RebelliousPotato.thumb.jpg.e86c4ce8b5100570f008d41d3cb8ba12.jpg

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Posted (edited)

And just as some confirmation that Rebellious Crops is working for orchards, the following picture shows some cherry trees that have spread beyond the orchard. It's interesting to see that the wilding orchard trees (I am totally stealing the New Zealand term for these plants as mentioned by @catty-cb) seem to have different growth rates to those trees being tended in the orchard i.e. it's not particularly obvious in the image but the wilding trees seem to take much longer to grow to full size and they appear to have individually different rates of growth. The wilding cherry trees, except the smallest one visible, all appeared around the same time but seem to have grown at different speeds (although that could entirely be me mis-remembering when they initially sprouted).

596c6211a1999_Poyens-NatDiv2-RebelliousCherryTree.thumb.jpg.ff87036acc66939b134e73e24bbedc8f.jpg

 

And just for @QueryEverything, some gratitious NatDiv screenshots... These NatDiv buildings have been in place since the earliest years of the Poyens settlement because I needed the thatch and also because the food resources were a very useful compliment to the limited production I had (I'm using the Vegetable Garden Start mod which limits me to one crop type at the start).

596c63035a474_Poyens-NatDiv2-Thresher.thumb.jpg.79ecc9237398f0817952a866010af54b.jpg

596c632f198fe_Poyens-NatDiv2-buildings.thumb.jpg.8fdff653ee8a36a4967fd9698a028f8e.jpg

Edited by KevinTheCynic
removing extraneous sentence
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3 hours ago, KevinTheCynic said:

And just as some confirmation that Rebellious Crops is working for orchards, the following picture shows some cherry trees that have spread beyond the orchard. It's interesting to see that the wilding orchard trees (I am totally stealing the New Zealand term for these plants as mentioned by @catty-cb) seem to have different growth rates to those trees being tended in the orchard i.e. it's not particularly obvious in the image but the wilding trees seem to take much longer to grow to full size and they appear to have individually different rates of growth. The wilding cherry trees, except the smallest one visible, all appeared around the same time but seem to have grown at different speeds (although that could entirely be me mis-remembering when they initially sprouted).

596c6211a1999_Poyens-NatDiv2-RebelliousCherryTree.thumb.jpg.ff87036acc66939b134e73e24bbedc8f.jpg

 

It makes sense, with crop seeds, the seed has obviously been blown away or something when the farmer was planting them, but with fruit trees a ripe fruit that's been missed and fallen from the tree could start to grow anytime so them being different sizes would reflect real life

PS: It looks real good ... thanks I really do appreciate the work you guys are doing even if I don't say it as much as I should  :):hand1:

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Those screenshots look fab @KevinTheCynic:)

As for the marauding berries, after my experiences with real life Blackberries, I can say that your Blueberries are probably closely related to my blackberries :D

I had bushes there, and there, and there, and there - and still got a huge one over there.  The sheep love them, so that's ok. :)    

In game, I've found that as long as I clear an area completely I don't get regrowth, but if there's anything, anything at all - the little creepers start coming back, whether it's blueberries, grasses, mushrooms, etc - it doesn't matter - and that's how it's supposed to be, and I like it, that after ignoring an area for a time, I come back and there's wild growth happening, it's quite a nice little 'thing'.

I did an experiment once, a few weeks back.
- Small, Valleys map.  
- Laid out 4 large stock piles + 1 large barn, placing 1 in each Nth/Sth/East/West quadrant,
- Flatten tool, went nuts.
Just flattened everything, cleared the entire map, letting all the resources be gathered into the stockpiles and the barns.  

Nothing, not a thing grew back until I started planting foresters again.

Map 2, as above - though this time, created nodes.  Would flatten in the natural round sections of the mountains,  but leave the flats areas.
Within a couple of years the nodes would be starting to show regrowth, creeping inwards from the growth that I hadn't cut back from outside the node.

I don't have the Blueberry rampage that you've had, but I've definitely had some overgrowth, but I didn't mind it as I just treated it like free food :D;) 

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@QueryEverything The blueberry issue I'm having is still a big problem but I'm starting to think that it's a quirk of my particular mod collection because nobody else appears to be having the same rampaging berry-marauders that I have! At some point I will have to start a new map to check if it occurs again but for the moment I am quite taken with how Poyens is growing so I don't have any particular desire to start a new town just yet. I'll have to get some screenshots of Poyens cluttered lakefront, it's a mix of the over-water buildings/structures from CC, Discrepancy and Necora

And speaking of screenshots, I was a little worried about how they would look on other computers - my monitor died recently so I'm making do with a small TV screen until I get the replacement. It does the job but it doesn't have the screen resolution and subsequent clarity that a proper computer monitor has. While I know I have a good graphics card and that will be taking care of everything, the TV makes everything look slightly washed out and a tiny bit blurry so it's good to hear that they don't look as dull as they appear to me because of my bad screen!

As can be seen from the screenie with all the NatDiv buildings, I tend to favour the organic, eclectic (some would say chaotic :D) approach to town growth rather than having everything planned! 

@catty-cb I agree, it's quite a good reflection of what happens in real life and it's something else that makes NatDiv such a great mod - these little touches are a really interesting but also enjoyable enhancement to the normal gameplay. I am quite in awe of these little touches to the game and the cleverness of the modders who create them. It's really easy to get blown away by all the big things in a mod - new buildings, new crops and so on, I'm guilty of wanting to collect them all and have them in my settlements - but it's these little touches that keep me looking around in game rather than just "playing" it, you just never know what you might see.

 

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Posted (edited)

More like a general thing, but there seems to be some medium zoom level, where the grass disappears.

From zoomed out, to zoomed in. Initially there is grass visible, it becomes less and less, then it gets more visible again. Is this intentional?

 

@KevinTheCynic How did you get that massive amount of blueberries? Could use some food boost, as well ;)

 

Using Necoras Pine Set & RKs Garden Wall Utility, too. Maybe they prevent a blueberry invasion by spawning other stuff?

Here are two screenies with storage and landscape 14 years into a new game. (not even 400 blueberries :( )

land year 13.jpg

goods year 14.jpg

Edited by Banished&Used
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Another screenshot of Rebellious Crops in action.

Valiant Wilding Pumpkins Prepare to Defend Poyens from the Blueberry Invaders!

597062df92b03_Poyens-NatDiv2-RebelliousPumpkin.thumb.jpg.168ffa03eec8c7291e3884f0b9f5e78b.jpg

 

Yep, all those little bushes at the top of the picture are blueberries :o

I'll admit that by now it's quite obvious that the Rebellious Crops part of NatDiv2 is working properly but I saw this in game and it looks to me like the pumpkins are gathering their forces to make a sortie against the blueberry invaders 9_9

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Posted (edited)

@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 :hand1: 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 xD

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: -

 

Edited by KevinTheCynic
deleting excess words
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i actually think that rebellious crop addin is causeing the spawning of those berries. at what year do you start to notice the blueberry spreading and taking over? i dropped my game back to the original nat div due to the lag times.as a added note ,KEVIN, when you do the screenshots,it is nice to show some stats sometimes. say like population and housing stats or a long food graph. i post mine at WOB. right now i am working to use all my mods in 1 map.

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Posted (edited)

Actually @stiles it doesn't have anything to do with the Rebellious Crop addin, that part of the code only spawns what is planted from the Vanilla seeds into the wild.
So, no, I don't think it is the reason, and if it were, I believe it's due to a load order or boost from another mod, which @KevinTheCynic and I are now working on.

For now, it's more a 'running' joke about those "damned Blueberries", no one else has them, it seems that poor 'ole (youngen) Kevin over there (points haphazardly West) seems to have an invasion. I asked Kevin for the screenshots, not as a running summary for reading, but for looking, just to have some sort of 'tour', not sure his "Valiant Wilding Pumpkins Prepare to Defend Poyens from the Blueberry Invaders!"  needed an explanation ;)  

I'll let Kevin speak for himself, but I did ask the questions, which he answered marvellously ... *puppetry out
 

Edited by QueryEverything
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Posted (edited)

@KevinTheCynic thank you for those screenshots, I love the Poyens story :D

In a few days I hope to be able to leave some comments on your screenshots, but for now, please know, I have seen them, I love your village, I love that battle that you are winning via your pumpkins, I thank you for your sharing and your valiant pumpkins service! Salute! :ph34r::D 

 

Edited by QueryEverything
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@Banished&Used I had the same zoom imagery with the grass as well, at one stage it disappeared, then came back.

I put it down to my system and my game settings, that it just simply wasn't 'dense' enough for the game to show me the grass on screen.  

I will check my game settings, but for comparison sake - would you be able to post a screenshot of your game's video settings, please?  So we can see if it is a way that the game has been setup?
Menu/Options/Video

Otherwise, possibly something that @Bartender could answer - husband* took a look, he suggested that it could be a couple of things, which I will PM Bartender about, but because it may be something in our settings first, let's check them - whilst I PM Bartender. :D

*husband is a software developer with 2 decades developing simulators, so he's not a Banished expert, but he does help where he can on 3DS & texturing answers :D

 

 

 

 

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Posted (edited)

Quote

More like a general thing, but there seems to be some medium zoom level, where the grass disappears.

I also have the disappearing grass when zoomed out.

Edited by grammycat
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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... 9_9)

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.

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@grammycat can you please post your Video settings as well?  I have PMed @Bartender & @despo20 with some info (as I mentioned, I got it done, phew ;) ) but any other corroborating info with screenshots of settings would be helpful.  I'll post mine when I get my game running a bit later. :D  I won't make y'all do all the hard work alone ;)

@KevinTheCynic 100% :D

 

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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. :)

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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!

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Thank you @KevinTheCynic:)

 

@Bartender I'm going to post this, then hide ... hahaha
I was wondering, if for a future edition, you had wondered about adding in flowers? 
I use @Ketchup's mod "Garden Walls", simply for flowers, and I would love to see flowers flowering in start conditions - in amongst meadows.  

They wouldn't need to have to do anything, they could just be 'pretty', but, if they were to do something, they could go on to be many things:
Florists (in RK's mod); Rose Hip Tea (using an apothecary, teaming with Embx perhaps and adding a recipe there) for health; Posies (Health or trade); Dyes; Paints etc etc etc 

*scampers off before trouble catches me ;)

 

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Posted (edited)

57872C1A9ECE3A5F4C62E3E8214E77715A27B1D8

I have tried all 3 reflections settings but still disappears.

Edited by grammycat
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