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Necora

Maritimes Edition

758 posts in this topic

So while those are up for testing, I had a little play today and realized that these buildings, while I thought they looked pretty large, are actually quite dinky compared with CC! The CC dock buildings are much chunkier than the PEI Shore Fishers. Nothing wrong with that, just different styles, but it did make me realize that, although I am keen to get on with the level 2 (the testing ones above) and level 3 (offshore fishers) sets, I really need a few more little buildings here and there to fill out the Level 1 set. So between turkey naps today I whipped together a couple of storage buildings, experimenting also with height above water.

L1Storage01.jpg

 

The building on the left, the frame with roof, is a protein store. It will be called a shellfish raft or something. It is designed with the idea that your bannies can take the shellfish that they harvest from the small PEI shore fishers, string them up in nets (the red bits) and hang them in the water to keep them alive and fresh for when they can be eaten.

The building on the right is a dry storage, for tools, clothing, textiles etc. Just a place that means they don't have to travel a long way to pick up these sorts of things.

L1Storage02.jpg

 

I am thinking of also adding a seaweed rack for vegetables, and a small wood and firewood storage for the smaller L1 set. There will also be larger barns and versions of these for the L2 set.

L1Storage03.jpg

 

You might notice in comparison to that shore fisher in the last picture that I was a little bit more extreme with the overhang of the roof. I thought I would try it as in game the shore fishers look quite boxy, and I think this solves that. I might go back to them and adjust them slightly to give the roofs a bit more overhang and perhaps bring the sides in a bit.

Edited by Necora
spelling... what else?
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Hi @Necora

Just a quick post that may explain the wild flax situation you mentioned earlier. That flax is. I believe. coded completely differently to the flax from CC. The wild flax and the associated cultivated flax in tanypredator's mod are used exclusively for making linen clothes and are not usable for anything else as far as I am aware.

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NECORA you are doing a great job. Don't worry about the time it'll take to do a full release. realistically i don't expect your mod or PILGRIM's colonial mod to be released for a month or so.  

Personally i would rather you take time and do a good complete mod. if it takes longer thats fine. also theres the new CC thats being finished to add also. i like that you put pieces of the mod out,and the pics also to tell us how it is coming. sometimes modders start and get frustrated or life gets busy and they disappear with unfinished mods. by doing the small releases,you let ppl know u are making progress.hopefully others will download them and test for you. thier feedback would be quite handy to tweak details and productions. keep doing what you are doing and don't get rushed. hopefully you are able to split the mod into parts so it is easier for you to work with and then easier to put them all together in 1 complete mod set later.

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@Necorais this latest version safe to overwrite the last version from yesterday?  Or is a new map in order? :D

BTW - love your work!! :D

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@QueryEverything if you delete all the structures it might be OK, but I think I compiled the mod a bit differently so I'm not 100 % sure. I'm going to have to start remembering to save my testing games to see if the updates are save game compatible

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I just swapped the files over without deleting the buildings, lets see what happens next ...  haha

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I will just say, I am looking forward to the new fisheries. I love the shore gatherers and all the new resources they bring. Not to mention I have been looking for more Canadian content for a while.

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@Feneris Thanks. I am looking forward to them too! Yeah I wanted more new world buildings, and there are so many fantastic ones around here I thought they would make a great addon to the game. If you have any suggestions from elsewhere in Canada let me know and I'll try and incorporate them somehow!

 

Development log... After texturing bigger buildings as part of the row house project, I got frustrated using the texture map method of getting all textures in a 1024x1024 png. I decided to try out a new method, and thanks to @ShockPuppet and @Ketchup for answering my technical(ish) questions, I think I'm getting the hang of it. I decided to try a new building, this was originally a simple barn but turned into my larger milk pen and barn idea. This is the lower portion, with one texture for a milk pen and one for a general stable (not sure which is which yet).

CrystalCliffs01.jpg

CrystalCliffs02.jpg

The idea is that these form the ground level, and a barn gets placed on top. I decided to add roofs to them so that they can also be used as stand alone. Stable mimics CC stable, produces domesticated animals. Milk pen mimics CC milk pen, takes domesticated animals to build and produces milk. Now onto the barn...

 

 

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I love it. Could you make a version that is red with a dark roof  or grey (weathered wood) with a dark roof?

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that white loks oo bright. i would like to see the build and production #'s,please.:)

 

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@The Pilgrim yup I was planning one F-variant for the barn which would have a the current roof texture as the walls and perhaps a gray slate for the roof so that you don't have the same twice if you build both the stable and the milk pen, or more of them. Perhaps even the weathered gray too, in keeping with the fisheries. I don't want too many F-variants though, thinking down the line the mod will get pretty hefty. Maybe as stand alone additions or something.

 

@stiles I know what you mean. I have trouble finding good white wood textures that are not too blinding, so will keep looking for more. It might look a bit better in game though.

 

I've yet to think of the build and production numbers. I'm guessing something like 30 lumber and 30 stone for the stable, same plus a domesticated animal or two for the milk pen, and same plus some building supplies instead of the animal for the barn. Maybe a bit more lumber for the barn and a bit more stone for the pen and stable. I have to look through similar buildings out the at the moment and decide. As per production, the stable will produce at the same rate as the current CC stable, the pen will produce at a slightly reduced rate of three current milk pens, and the barn will hold the same storage as the upgraded vanilla barn in CC.

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Hmm. Not bad as a first attempt with the new texture method. Needs some adjustment, some of the textures I was using were at the wrong sizes, so had some last minute adjustments while compiling that meant certain parts are not as smooth as I would like. I also don't like that white too much...

Screenshot129.jpg

Screenshot130.jpg

Screenshot131.jpg

Screenshot132.jpg

Screenshot133.jpg

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Actually, I don't think the problem is with the white itself, there is just too much of it. Some more windows etc. are needed I think.

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Fabulous :)  At the moment I am using 2 different Dairy buildings, but they are so big!!!  I can't wait to try yours, they look far more compact and usable in my current map style.
I am using the "tiny" mod and building things in 2x4 & 4x4 puzzle pieces and I'm finding good 2nd & 3rd stage production buildings are far too big for these outposts.  

Great work, can't wait to see what you come up with next :D

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@QueryEverything oh haha, well this might be a bit big for that... the footprint of the barn is only 2x4, but the whole thing together is 2x6.

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