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Necora

Maritimes Edition

760 posts in this topic

@Necora I think that it should all be released as a set (i.e. the dock pieces, all the fisheries & the related industries) to preserve the theme of it being a Maritimes set.

I love all the items you've included so far in the Maritimes mod but it's obvious that some parts are thematically distinct from a maritime setting. I think releasing the separate parts in their themes would be less "messy" and by the separate parts I mean releasing all the PEI items as the Maritimes themed set, all the Port Royal items as a Port Royal themed set and so on. It seems from my perspective that this will require a smaller number of mod packages than if for example, all the industries where one set, the dock pieces were another set, the fisheries were another set etc. etc.

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hi @Necora all the pieces are looking great.

 

With the changes to the PEI set, and no front (rear) pieces, will the Bannies walk through the buildings to get to the next, or do each need to have their own piece of dock, or be connected to land?

As for the set themselves, I like the idea of the dock pieces by themselves, and if you add any decorative dock pieces, BUT, I am happy if you include them with the PEI pieces as well. :) 
I'd love to see in future storage dock pieces, like the DSSV by @Discrepancy each piece of the dock can be storage, as an optional part of the docks.

I'm still (stuck isn't the correct word ... maybe hovering) still with the idea about having the new forestry items by type of forest.  So, all the Maple & related are together, and all their core production elements, then all the Pine, and then vanilla, with common then in the "production" tab.  I keep going to build my areas by theme, and production line and I found myself going backwards and forward between each tab as I was building the Maple and the Pine.  Honestly, it could just be me, so, ... :D

Fences & gates are on my current wishlist, ghosted, or "roadbound", so that they sit flush with buildings and roads. That's a decorative piece, on the wishlist, but not my priority list.  haha.

 

Can't wait to see how all of this comes together!!!

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@taniu yup I recently learnt how to change that, thanks to @Kralyerg. So it will be fixed for the next update.

 

As for updates, I have an awful lot of things to do. With the new toolbar and the new storage limits, all of the mods are getting an overhaul. The maritimes is being split into modular packages, and the more complex ones such as the pine set will eventually have the new limits incorporated. This means that it will take some time to get through them all. So far, I have done the dock pieces, and the PEI shore fisheries which are now modular. I'm currently working on the NS fisheries which will include the rope maker, dory builder etc., and this means cleaning up all of the models and re-coding everything to make it better. Then, I will do the Pine Set, then the Sherbrooke Set, then move on to offshore fisheries and ship building.

So basically, I have a lot to do. If I get time, I will put out a new Beta test with these issues fixed, but for now my objective is to get everything sorted out in the other mods too.

 

@KevinTheCynic and @QueryEverything I agree with you both, it is a hard decision. In the end, I decided to do a mix. The PEI set, to me, is a complete set and is a great little stand alone set if anyone wants it. So I decided to do that separate, with the dock pieces as another separate mod. They could go together, but I am planning some new versions of the dock pieces with extra things, so it means you only have to update one thing, if you want to. This modular system makes updating much easier for me, and for you (in my opinion anyway). The other sets, Port Royal, Sherbrooke, Pine Set, Crystal Farming, they will all be as sets. In terms of fisheries and dock industry, I'm going to package up the NS fisheries with all the buildings you need to build them, so rope maker, dory builder, and a new dock lumber cutter/work shop. Same will eventually go for the offshore stuff, if I ever get around to it!

 

 

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I am still using the full Maritimes edition, and I like it a lot. Fantastic work. Modular sounds like a great idea. 

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Thanks @Kristahfer! I'm glad you're enjoying it.

 

A bit of an update... I am not only pulling these sets out, but am going over each individual building and making tweaks/cleaning up/improving. It gives me a great excuse to do so, and also the perfect opportunity to add the improved ambient occlusion to all buildings. But, it takes some time. Also, I realized I needed more fore sight into the new toolbar, or at lease my sub toolbar, so there will be a sooner than anticipated update to the PEI set. Nothing major, just re-ordering it. If you don't update, it will still work you'll just have some missing icons and a cluttered toolbar.

 

I have just finished doing the Dory Builder, Rope Maker, and NSInshore Fisheries and storage. I made some adjustments to the buildings; All of them now fill the tiles, so as with the PEI Shore set no empty dock pieces. I also added more variation to F-variants of the fishery buildings, and improved the height variation of the storage building. Although, I have decided to add at least one new building, a lumber cutter, so that this set can be completely stand alone. So far, the new AO looks fantastic on the fishery buildings...

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Little update...

 

I have expanded the dock set. There are now 3 'middle' level pieces, which are -.4 m to ground level (blender units at least, about half a bannie). These will fit up against the storage units in all sets, and I will be removing the stairs from the front of the PEI storage to make them more flexible like the rest. The three pieces are a straight, corner, and T. There are also new stairs to go to this level, which are plain or roped. The old stairs are still there, they go right down to almost water level and I have nothing for them to lead to... yet...

Screenshot40.thumb.jpg.6684056015c1b0052771ff6933b0091a.jpg

I have also added my first ghost decoration! It is a lobster trap, with a few F-variants (5 I think) of them stacked up.

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Here is that lumber cutter...

 

Screenshot238.thumb.jpg.09592578ce32c267eee0cd9ba32a90a6.jpg

Screenshot237.thumb.jpg.33b94a4a225b8f028fd5895f7603a402.jpg

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 excellent work @Necora add only hospitals and apothecary will be great:D

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I love it all-thank you for your creativity and hard work.  Can't wait to get my hands on them-think I'll hold off on starting a new town until these are finished.

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problems from the forest set. maple sap is not the same as CC. maple sap can not be processed via the CC sugar house boiler.thou syrup can b boiled down into sugar.pine kiln reads "wood" to use to make charcoal,define "wood"? it is not logs or firewood. dude runs back and forth refuses to work.does work when switched to use pine boughs. thess were noted with maritimes above CC in mod order. will run tests with it below CC next.

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@stiles righty-o thanks. By wood I meant logs, forgot they were named different. I get confused sometimes by the game terms for various things, like wood is logs but they are log limit but wood flag. Coal is coal limit but coalfuel flag, food is food limit but edible flag (plus protein etc.). Herbs limit but Health flag, Tools limit but Tool flag... I don't understand why the same term couldn't have been used throughout! It has been for others... iron limit and flag, stone limit and flag, all of the custom ones have the same name. So basically it is logs, but I forgot to add the log storage flag to the building so the worker has no where to put them. As for maple sap, I believe that is because I made it a 'natural resource' using the textiles flag as it is not a food, but CC has it as a food with no edible flag (so an inedible food). I can't decide where to put it, and the new limits do not help. Might have to ask what CC will do with it and make it the same.

On this note, the new flags have meant a lot of code updating, so there are bound to be things I have missed (I can't even imagine what CC etc. will have to go through!!). So I will put up a new beta test of the pine set and NSInshore fishery before a full release, probably tomorrow evening.

 

 

@taniu there is a hospital in the pack. No apothecary yet, but there will be, also hopefully getting a market done before release.

 

 

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@Necora apologies, AFK time for me again, however I do look forward to seeing what you bring out next.  I haven't been able to load your new modular modules as I haven't wanted to give up the Pine set, nor have I had the time.  Can't wait to see what it can all do together!!! :)

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@QueryEverything hmm it did seem a bit quiet around here. 

The Pine Set is close. I have put the new limits and flags in. So much to change, I hope I got everything. I kept getting distracted building new things, but realized that exactly as you said people might not be using the new stuff because of not wanting to get rid of the other stuff. So I decided to stop building so much new stuff and just get things released, new stuff can wait for an update. I gotta test the pine set, then package up Crystal Cliffs and Sherbrooke, then they will all be loaded up this week.

Then I can spend some time with new stuff and perhaps even start on the next set.

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@Necora Are your new limits and flags mimicking the upcoming CC/MM update? If not how does your use of Luke's update effect the current build of CC/MM?

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40 minutes ago, SoulBlythe said:

Are your new limits and flags mimicking the upcoming CC/MM update? If not how does your use of Luke's update effect the current build of CC/MM?

Hmm that is a great question. My limits and flags are using those which a few of us decided on, including the CC team, so they should be all fully compatible with CC and those by Ketchup, Discrepancy, Kid, and others as and when they update the mods to the new build. So in short, yes, it will be fully compatible.

Right now, however, I guess CC has not yet been updated to the new limits and flags? In that case, I guess for the time being it is incompatible because it will mess with things in CC. If you put any of mine above CC, than shared resources will run with the new flags and limits, and in some (most) cases will not work with CC buildings. Lumber, for example, will be 'Construction' rather than 'Materials' and will not be used in any CC chains. Likewise, with CC above mine, the lumber will be 'Materials' and not used in maritimes chains.

 

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2 hours ago, Necora said:

Hmm that is a great question. My limits and flags are using those which a few of us decided on, including the CC team, so they should be all fully compatible with CC and those by Ketchup, Discrepancy, Kid, and others as and when they update the mods to the new build. So in short, yes, it will be fully compatible.

Right now, however, I guess CC has not yet been updated to the new limits and flags? In that case, I guess for the time being it is incompatible because it will mess with things in CC. If you put any of mine above CC, than shared resources will run with the new flags and limits, and in some (most) cases will not work with CC buildings. Lumber, for example, will be 'Construction' rather than 'Materials' and will not be used in any CC chains. Likewise, with CC above mine, the lumber will be 'Materials' and not used in maritimes chains.

 

As a follow-up could you add the plain f-variant to the 3x1 and 2x1 dock?

 

Edited by SoulBlythe

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