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akvilonn

Duck meat is all you need! (CC 1.75)

Posted (edited)

So, put two Hunting Blinds on the river, and a year later they will produce over 2k duck meat each season!  Nice huh?

2 people hunting ducks - over 2200 units of duck meat, hell of a hunting season. I dont need anything else just to put Hunting Blinds all over.

I mean - this is ruining my gameplay. I remember we had similar problem with domesticated animals spawning everywhere.

I have no other mods, just CC1.75, please help me solve this problem, or is this intended?

Edited by akvilonn

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There are several examples of food producers (or other producers) being overpowered.  But no need to let any of them "ruin" your game. There's a simple fix - diversify by only placing one of those structures in your game.  

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Thanks Gov,

and so, instead of game balance you are suggesting me to roleplay.

I understand Hunting Cabin - for example: it has to be in or near the forest, 2 hunters can get 1k venison in a season or so..and sometimes they get less.

And you cannot put two Hunting cabins too close otherwise they overlap and output suffers... but those Hunting Blinds you can put any-freaking-where on the river, how many you like with 1.2k meat output per person. 

Can someone create a pack mod file to quick fix this,

Thank you

 

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I'm suggesting that there really isn't a big "game-ruining" problem here because there is a simple fix that you are in control of.  

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Gov, respectfully - this is NOT a solution for me to improvise and just pretend not to build more.

Domesticated animals was a game breaking bug too in previous version of CC, and it got fixed because it ruined the game experience.

May I get an actual response from mod developers on this issue.

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Posted (edited)

Just a few questions:

- Did this occur with more than 2 hunting blinds?

- For multiple years in a row?

- Maybe upgrade to CC 1.75?

 

Test No.1:

14 hunting blinds right next to each other (storage & houses were nearby). The output per year was as follows:

Highest: 1400 duck meat

Lowest: 200 duck meat + 20 feathers

avg: 797 duck meat + 12 feathers

 

Comparison: When space is not a factor, bannies produce 850/year on an optimized farm.

 

 

Hunting blind output.jpg

 

 

Edited by Banished&Used
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Ialluneedisduckmeat.thumb.jpg.42f7e5861e6f7d3319c2aa8ba25c9882.jpg

 

I have put six Hunting Blinds very close to each other.

For 2 game years already, they are constantly producing 1000-1200 duck meat each per season.  That, makes me roughly 7 thousand meat per season from small area.

Small town of 80 people swimming in food. Another positive -  birth rate jumped up from all the abundance of the quacking meat.

Quote

- Maybe upgrade to CC 1.75?

Wow. Read the thread title..

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Test No.2:

55 hunting blinds working for a full year with nearby storage and housing.

Results:

Highest: 1800 duck meat

Lowest: 0 duck meat + 14 feathers

avg. 1115 duck meat

 

hunting blind output v2.jpg

hunting blinds 1-16.jpg

hunting blinds 17-23.jpg

hunting blinds 24-xx.jpg

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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.

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Posted (edited)

Thanks for those tests, it confirms that hunting blinds are super overpowered. With so much meat I can keep selling it and get whatever I want from traders..

Can hunting blinds be nerfed? Say, to half of what they produce now.

Also, Kevin, I understand map seed has something to do with it, but it is the building itself coded to produce so much. ( average 1100 meat per worker per season with no penalties for tight positioning).

Edited by akvilonn

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the easiest solution is to not build so many close together.many mods work that way. if you spam the map with the mini pasture lots,you have the same kind of overpowering problem. but most people don't do that.i like the little pens for fort areas but only use 1 of each. if you were tryint to buiild a huge dock town ,then you would want the high output to feed many bannies without crop space.

  i did have the output way down too low a while back. it was due to mod order and i think it was a necora mod that threw the outputs off. with those mods above CC i had a huge drop.i have changed the order and helped my situation. i believe it was the maritime storage or the crystal cliffs mod. you could tey using those above CC and see what happens. if i remember right i had about 200 duck for each blind.so it was too low.

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If you're finding that you really are producing too much food and you would like more of a challenge, there are mods in Kralyerg's Kave of Krazy Kontraptions that will increase the amount of food your citizens need (HERE).

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Gov,

that mod will unfairly increase % consumption of all other food sources which are balanced.

Who can mod the hunting blinds to produce less?

Thx

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