World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Paeng on October 21, 2016, 01:28:24 PM

Title: About Ports
Post by: Paeng on October 21, 2016, 01:28:24 PM
As you might know, I absolutely hate spamming rivers with (default) ports... so all the new small/tiny ports appeal to me, as they really liven up any waterfront, beside the fact that they are very helpful in getting specific loads (food or building stuff or seeds etc.)... The caveat - they are small capacity ports, and here starts my dilemma... though I mainly build small towns, all of them grow up sometime sooner or later, and then the small capacities become a problem - traders bring huge loads of produce, but I can unload only a small percentage before my caps are exhausted (yes, I could keep the trader in my port and force multiple loading/unloading sessions, but that gets really tedious, and breaks the rhythm of incoming traders)... so off I go, building a default port just for the cap - though to be honest, in mid- to late game, the 12x10, 60K cap of the default port is not near enough what I'd really need (or could use) either...

Tl;dr - could I interest any of the modding gurus to develop a "super port"?

* My vision would be a footprint of about 18x10 or even 22x8 (much wider, but not deeper than default), with a really high capacity (like 2 to 300K minimum) that can be built along a suitable river or a lake with river-connection, and could be the centerpiece of a sprawling waterfront/canal development (with e.g. matching high cap storage, workshops etc. for later add-ons)... as opposed to stringing up 5 or 10 default ports, which is just... boring.   ;)
Title: Re: About Ports
Post by: Gatherer on October 21, 2016, 02:35:47 PM
Some new trading posts are much needed I agree. Not so sure about such huge footprints though.
Title: Re: About Ports
Post by: Paeng on October 21, 2016, 03:03:04 PM
Quote from: Gatherer on October 21, 2016, 02:35:47 PMNot so sure about such huge footprints though.

Well, it's for a rather large industrial complex, that should sprawl (not grow in height)... I think some large items (cathedral?) have pretty huge footprints, too... I'm just not really comfortable with giving very high cap to a rather smallish item (tempting as it may be)...  :)

I feel it would give a nice new direction, since lately we're getting smaller and smaller  ;D
Title: Re: About Ports
Post by: Denis de la Rive on October 22, 2016, 10:46:32 AM
Having built many complex ports, I agree that something can be added to this, but such a large footprint will be very difficult to place, few rivers or lakes offer such a long stretch of even shore. Using terraforming, you still have the problem of water to land ratio. What might be interesting is to make it about the same as the standard TP, but extend the storage inland with warehouses and stockpiles, just like we normally do, but integrated in a single lot to increase storage. This storage is I think the major issue that this structure can improve. I most often group my TP together so size can influence placement, and the natural flow of the water.  :)
Title: Re: About Ports
Post by: Paeng on October 22, 2016, 12:27:13 PM
Well, I' like to do some tests with a large (rather: wide) footprint... I've seen spam ports where 3, even 4 ports are strung out in a line - that's 36, even 48 tiles...  ;D  I don't feel that 18 to 22 tiles pose an impossible obstacle, granting that some search for a suitable spot (and maybe some terraforming) may be necessary, adding to the challenge...  ;)   Not to forget connected lakes, which often have nice long stretches. Extending deep into the landside (and squaring it off again) was something I was hoping to avoid...  :)


Quote from: Denis de la Rive on October 22, 2016, 10:46:32 AMstorage is I think the major issue that this structure can improve

True, that's at the heart of it... cool, if it could be addressed with a design statement in one sweep...  ;)


EDIT
And I forgot - there is also the possibility of just overhanging a few tiles left and right, to overcome the waterbound restrictions...
Title: Re: About Ports
Post by: Abandoned on October 27, 2016, 07:05:13 AM
I too like the small and tiny ports since I also like small maps with valleys or mountains, but it's often difficult to have enough spare goods to trade at one port much less multiple ports.  I would like to have small or tiny specialized trading ports, especially for seeds.  Is there any way I have yet to discover to get seeds other than the riverboat traders?
Title: Re: About Ports
Post by: brads3 on October 27, 2016, 09:34:11 AM
abandoned,theres the debug .its a cheat mod ,gives u all seeds. there are several mini/small mods with traders.much easier to place. also CC has a farm trader for seeds and livestock.
Title: Re: About Ports
Post by: Abandoned on October 27, 2016, 04:40:06 PM
brads3, I don't think I'd want to use debug but the CC farm trader sounds interesting, seed and livestock. I wanted to ask you which CC you are using.  I tried the CC Iron Curtain 2 years ago.   I downloaded Excellent Adventure, Curse of Golden Llama, and New Frontier but have not tried any of them yet.  There are so many mods I have not tried yet, NMT, Fountain, Small Town Row Houses, the North, and so many others.  I will probably have to use larger maps and trading ports, but small specialized ports would be nice for small maps.
Title: Re: About Ports
Post by: brads3 on October 27, 2016, 07:12:15 PM
 i have a lot of mods. the CC 16 has the others u listed included.all packaged together with some upgrades. i havent tried the mega mod for several reasons. 1 of which is with any set that large it will have conflicts and bugs to b worked out. plus i have most of the individual mod packs that i wanted. there is a few that i didnt have need for.CC is like an having a different game than what u is playing already. lots of production chains. many of the buildings need lumber or more just to build. the CC does have a small chopper spot to make lumber thou to get a quick start on expanding.think last i counted i had about 60 mods. some are minor tweaks like the light rain mod so u can see in spring thru those downpours.
Title: Re: About Ports
Post by: Paeng on October 28, 2016, 03:58:56 AM
Yeah, MegaMod is not for everybody...  :)

For me, part of the fun in starting a new town is to search a nice map, then put together a collection of mods I want to use for this town - currently I'm re-structuring my collection, so I can play with CC, or NMT, or WoB Mods (Kid, Disc, Embx), or a combi of those, or the North... That way I get a very distinct feel to each town... But again, that's just me, and everybody has a different style and approach...

@Abandoned - CC, and also Kid's rowhouses have individual traders for specific goods, and I think Discrepancy is also planning some... they are great (again depending on the player type).


Which takes me back to the origin of this thread - we have plenty small traders, but all with very low capacity... which is a bit annoying when your town starts to really grow...
Title: Re: About Ports
Post by: Nilla on October 28, 2016, 04:38:15 AM
Quote from: Paeng on October 28, 2016, 03:58:56 AM

Which takes me back to the origin of this thread - we have plenty small traders, but all with very low capacity... which is a bit annoying when your town starts to really grow...


Agree!


But one other thing there is a mod with specialized ports from @JamieIdle2.0, that's not mentioned here. They look like the vanilla, has the same capacity. The only difference is that there are special ports for special materials. I didn't find it here on this page, but at banishedinfo.

http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts
Title: Re: About Ports
Post by: Abandoned on October 28, 2016, 06:00:45 AM
Thanks for all the info.

Brads3, good to know about CC, I thought they were separate themes not just updates.  I will have to download the latest one.  I don' think I would care much for the mega mod either.

Nilla, I have the vanilla size specialized ports, I used it in Smallville for seeds, lucky I had a place for it up river where my main export seedlings were, with a small sized specialized port I could have had 2 or even 3 in that location.

Paeng, it is not just you, that is how I like to play also but I have lots of mods to try yet, kids row houses among them. I did use Kid's tiny row houses and other tiny mods that I like very much.  Back to main thread, it seems to me that for large settlements and trading centers, your idea of a super higher capacity trading port is a good idea.
Title: Re: About Ports
Post by: Paeng on October 28, 2016, 03:03:36 PM
Quote from: Abandoned on October 28, 2016, 06:00:45 AMgood to know about CC, I thought they were separate themes not just updates.  I will have to download the latest one.

Yup, that's all you need - every new version includes all the material from previous ones... Never ever load two different CC's at the same time... if for some reason you want to play an older version (they are all still available), make sure to clean out your windata and the registry first, then load only that (older) version.  :)


Quotethat is how I like to play also but I have lots of mods to try yet

Nothing wrong with that... extending the fun...  ;)


Oh, btw - Nilla is right, there are also Jamie's ports - since they were last updated almost 2 years ago, I'm not sure if they recognize the changes (flags and such) made by Shining Rock and CC more recently, so when you try them, test thoroughly...  ;)
Title: Re: About Ports
Post by: QueryEverything on December 16, 2016, 01:53:15 AM
+1 I love this idea.
Maybe have a 3 way option.

1)  A very long one as per @Paeng

2) Like the Red Barn (Large Storage Barn in the Colonial Houses mod by @kid1293 )  Where you have the main Building & then connect the extension to it as you need to expand the storage, treated as separate storage, but designed as the native extension (depending on coding, can you have the storage be coded to be directly affected by the trader, ie the trader exclusively uses that storage unless it is full??)

2b)  Or, something like the 2 & 3 level houses, where you can overlay the buildings to make the dimensions different, longer, wider & taller as you want

3) Create a similar system like the Market Puzzle (again by @kid1293, haha, a pattern is forming here, lol) and you can piece an aesthetically pleasing dock area with the different storage rooms (like the market, but not with the vendors) and you can make the layout as you want.

I would love to make a trading centre, which is what I'm trying to do now with the tiny & specialised markets.
Title: Re: About Ports
Post by: RedKetchup on December 16, 2016, 04:05:43 AM
trading centers with many specialized market that are made to work together is always looking awesome :)
but the game doesnt work well with the idea.

a real person would say to him: ok i need to go the the grocery store to buy this and that .... i also need to go to the butcher for some chops and some steaks....
and , right! ... i also need to go to the bakery to get 2 bread and 6 little cakes.....

but the game hasnt been thought that way. a citizen go to the closest store and pick up 100 of what is available there. and if it is only fruits ? he pickup 100 fruits thats all.
cause that, citizens wont have the best diet they need to stay healthy.

but of course there is some RNG that can make that citizen nearer of something else like the butchery and then refill his house with some meat while there was a couple of fruit left in the house ^^

if makes sense :)
But i love the idea :)
Title: Re: About Ports
Post by: kid1293 on December 31, 2016, 08:59:35 AM
@Paeng

You were talking about a bigger trader/harbor.
Is it possible to have it modular? Which means several boats?
Title: Re: About Ports
Post by: Paeng on December 31, 2016, 11:41:18 AM
Quote from: kid1293 on December 31, 2016, 08:59:35 AMIs it possible to have it modular? Which means several boats?

Well, multiple boats is one of the things I was hoping to avoid... but I could live with it  ;)

The main purpose in my "vision" is huge capacity - plenty storage plus a good buffer for loading / unloading.

If it's modular, you'd probably need to make quite a number of items - left and right ends, separator(s) beween the harbor-parts (so multiple boats don't pile up too much), and probably a couple of fillers, to get that "1-piece-look"...


* 1-piece-look = meaning this is not supposed to be a small town early access... rather a major port for mid-game, but early planning (waterfront properties, associated storage and quarters, markets etc.)...   ;)
Title: Re: About Ports
Post by: kid1293 on January 02, 2017, 12:15:09 PM
After a long time (new year and all) I must say that a huge harbor
is out of my reach. I can not make the necessary connections in my mind
to build that big. If it is modular there are many things that must work
together. If it is one BIG harbor it is horrible to place on the map.
(I am working on a solution to that. Must test first)

So - I stay small. A small port is coming (not tiny). It could easily fit
together with Colonial Houses. It needs a port.
Title: Re: About Ports
Post by: Paeng on January 02, 2017, 01:17:55 PM
Quote from: kid1293 on January 02, 2017, 12:15:09 PMMust test first

I'm willing to help with that... all we need is some plain "platforms" in various sizes to experiment... design can come later...

Maybe I miss a point - but I don't see why placement would be so horrible?
Here just a quick mockup -

Title: Re: About Ports
Post by: kid1293 on January 02, 2017, 04:12:32 PM
Not right now. Maybe in the future I will test making big things.
I just want to continue my voyage with old,small and nestled in the woods.
You made a big harbor from several small ports. One big building can be hard
to place.

Here is another small port.

edit - and it has a 'generous' attitude to placement, perfect for not too sharp
bends in the river. (inside or outside)
Title: Re: About Ports
Post by: RedKetchup on January 02, 2017, 06:02:43 PM
i wish to have your talent, Kid !!
Title: Re: About Ports
Post by: kid1293 on January 02, 2017, 10:42:19 PM
RK - It is thanks to you I am where I am.  :)
Title: Re: About Ports
Post by: QueryEverything on January 03, 2017, 04:00:48 AM
Quote from: kid1293 on January 02, 2017, 04:12:32 PM
Not right now. Maybe in the future I will test making big things.
I just want to continue my voyage with old,small and nestled in the woods.
You made a big harbor from several small ports. One big building can be hard
to place.

Here is another small port.

edit - and it has a 'generous' attitude to placement, perfect for not too sharp
bends in the river. (inside or outside)


Giddy joy!  :) When may I get my grubby mits on that sexy beast?

Too eager?

@kid1293 , when may the port be available?  It looks smashing! 
*innocent :)
Title: Re: About Ports
Post by: kid1293 on January 03, 2017, 06:23:09 AM
How about now? :)
Title: Re: About Ports
Post by: Abandoned on January 03, 2017, 07:15:00 AM
@kid1293 new small port looks good. Thanks.  Good to hear you want to continue with old, small, and nestled in woods, all good for small and mountain maps.

@Paeng I like your sample picture of big port but think it would look better without the vanilla portion. Not for small or mountain maps that's for sure.  I would like to know what that 2 story building is and what mod it's from.  I still have a lot of mods I have not tried yet, I don't recognize that building, nice looking.
Title: Re: About Ports
Post by: brads3 on January 03, 2017, 07:28:52 AM
the 1 in the back?looks like the CC wharehouse building.
Title: Re: About Ports
Post by: Abandoned on January 03, 2017, 07:33:33 AM
Thanks @brads3  I thought it probably was CC.  I wouldn't mind if CC broke their big mod down into small groups that could be used separately, like the Native Americans.  Haven't tried it yet, maybe this year LOL
Title: Re: About Ports
Post by: QueryEverything on January 03, 2017, 09:34:32 PM
Being it was 4am when I saw the new port mod (thanks sooooo very much @kid1293 ) it's taken me a while to get things done today.

This is just a new port area, I haven't decided how I want to build my industrial area, but, here is a peek at it.

Thank you again Kid :D
Title: Re: About Ports
Post by: Paeng on January 04, 2017, 01:31:31 PM
Quote from: Abandoned on January 03, 2017, 07:15:00 AMI like your sample picture of big port but think it would look better without the vanilla portion.

Oh sure, this was just a quick mock-up that I slapped together with existing items to "state my case"... my real vision would of course be a completely custom-designed port. But...   :'(
Title: Re: About Ports
Post by: Abandoned on January 05, 2017, 05:13:18 AM
@Paeng don't give up hope for big port, maybe someday. :)  I would think that would be good for those doing a lot of trading and using large maps, more locations to place big port.  I don't do a lot of trading, mostly for seeds so I like the specialized ports and like the small ports on small and mountain maps. I like seeing the boats coming down the river.  I'd like more boats and less ports, I never have enough trade goods or merchants for more than 1 or 2 ports.  I do like the waterfronts I've been seeing lately.
Title: Re: About Ports
Post by: kid1293 on January 07, 2017, 06:40:54 AM
@Paeng - It wouldn't be fair to let you down :)
You have supported me all the way.

This one is not huge, only large.
22x9 with the possibility, I hope, that the ends can protrude into water
or onto ground. Good for river bends :)
One boat. Lots of storage.

Taking a break now. Sorely needed. Then the build stages.
Title: Re: About Ports
Post by: Paeng on January 07, 2017, 07:40:13 AM
Aww - I didn't feel "let down"... and always kept up my belief that it can be done  ;)

Looks cool, eager to test this giant  ;D
Title: Re: About Ports
Post by: kid1293 on January 07, 2017, 01:23:07 PM
I'm testing right now.
Is storage=320000 too much?

The edges can go onto land and into water.
Title: Re: About Ports
Post by: Paeng on January 07, 2017, 05:39:17 PM
Quote from: kid1293 on January 07, 2017, 01:23:07 PMIs storage=320000 too much?

Not for me... after all, that's my main point...  ;)


QuoteThe edges can go onto land and into water.

Cool, yeah I think the smaller the part that is "land-locked" the easier it will be to place...

* thinking of CC wooden dock or DS jetties that can be freely placed on land or water...
Title: Re: About Ports
Post by: QueryEverything on January 07, 2017, 10:26:49 PM
Wow, can't wait to put the Large Port in game, thank you so much @kid1293 !!
I love all the small village pieces you have been doing (more please, LOL), but this port, this is special, and needs to go in my villages!!!!

Question about the small port, now this may well be a 'path bug', being that for some reason the path is not clear, or it could be a ghosting issue, but the horses (trade & regular) aren't moving from the port.  Even when I destroyed the port and terraformed the ground to all level, they didn't move.  Yet, the pasture I had allocated to them is showing that they are there, numbers wise, and the worker is working.  I have since restarted the game save prior to this and have yet to purchase livestock.

Anyway, I thought you might like to see how I setup the small port :)

Title: Re: About Ports
Post by: kid1293 on January 08, 2017, 12:46:01 AM
@QueryEverything -

I read your message and loaded up a small port.
I got cows and they happily walked to the pasture.

Is this a horse issue only?

Or did you block the path?
Title: Re: About Ports
Post by: QueryEverything on January 08, 2017, 02:49:31 AM
Thank you @kid1293 I don't think the path was blocked, the image that has the circled horses has a road that goes directly infront of traders, and then has a direct line out to the fields, and also back over those bridges in the bottom right corner. It was odd.

I've started a brand new map to play with and to check what happens, if I can replicate it on this map.

I've added another 2 screenshots from when I noticed the issue, removed all the buildings and re-terraformed the water to land, they still just stood there. haha!  If I can find that map save I will see what happens after 10 mins, see if I can change the pasture as well.
Title: Re: About Ports
Post by: QueryEverything on January 08, 2017, 03:31:14 AM
It's not just the small port, so I must have a pathing error somewhere.

I used the Tiny Trader, bought 4 Trade Horses (mode from @kralyerg , allocated a pasture (direct line from the road to the right), and waited.  They didn't move.
When I went to destroy the building, there were 5!  I checked the pasture and sure enough there were 5 listed, but no horses in the pasture.
I then waited 1 full season after destroying the Trader, sure enough I had another horse, but none in the pasture. 
I even made a corn field and they still won't move!!!

I'm going to delete everything now and see what happens.
Title: Re: About Ports
Post by: paralias on January 08, 2017, 03:58:56 AM
Quote from: Paeng on January 07, 2017, 05:39:17 PM
Quote from: kid1293 on January 07, 2017, 01:23:07 PMIs storage=320000 too much?

Not for me... after all, that's my main point...  ;)

storage is ok but it can be achieved with @kralyerg ridiculous storage mod 

my wish is can it bring more than 30000?
Title: Re: About Ports
Post by: kid1293 on January 08, 2017, 04:18:05 AM
@paralias - This mod is not covered by Ridiculous Storage, maybe they update.
Title: Re: About Ports
Post by: Abandoned on January 08, 2017, 04:59:06 AM
That is one nice looking large port, love that brickwork.  Thanks @kid1293
Title: Re: About Ports
Post by: TheOtherMicheal on January 08, 2017, 05:08:52 AM
Quote from: QueryEverything on January 08, 2017, 03:31:14 AM
It's not just the small port, so I must have a pathing error somewhere.

I used the Tiny Trader, bought 4 Trade Horses (mode from @kralyerg , allocated a pasture (direct line from the road to the right), and waited.  They didn't move.
When I went to destroy the building, there were 5!  I checked the pasture and sure enough there were 5 listed, but no horses in the pasture.
I then waited 1 full season after destroying the Trader, sure enough I had another horse, but none in the pasture. 
I even made a corn field and they still won't move!!!

I'm going to delete everything now and see what happens.
You may not have a pathing error as such, it may be a lag error. So before you change anything or delete anything (if you haven't already) try waiting for a bit longer.
I have had the same situation as you with any port that has standard (not trade) livestock ready for a pasture. The pasture is operating fine and indicates that the correct number of animals has been assigned to it but it takes a little while for the animals to actually move from the port.

Wait a few more months/seasons in game and see if they move to the pasture. I suspect that they will move at some time and that you might even have half or more of the animals move to the pasture with the remainder still waiting at the port but they too will eventually move on to the pasture.
However I must say again that while I have had a similar situation, it was with standard animals and not the trade animals so it could also possibly be a bug with the trade animals.
Title: Re: About Ports
Post by: kid1293 on January 08, 2017, 06:32:46 AM
@QueryEverything - I think you need a stable if the horses
are CC Trade Horses. They wont go to a pasture.
Go over to BlackLiquids page Link (http://blackliquidsoftware.com/index.php?/topic/427-trading-post-issue/)
and somewhere they talk about a stable.
I don't know if it was on exactly that page.
Title: Re: About Ports
Post by: RedKetchup on January 08, 2017, 07:05:44 AM
how you guys succeed to make horses go in stable but not in pasture ? and how you can send cows only to pasture and not in stable ? if of course they are live horses like a live cow ??
Title: Re: About Ports
Post by: Paeng on January 08, 2017, 07:16:34 AM
Quote from: paralias on January 08, 2017, 03:58:56 AMstorage is ok but it can be achieved with kralyerg ridiculous storage mod

Well, but that mod makes ALL storage "ridiculous", right? I would not want that, I only want larger storage for the port...  :)
Title: Re: About Ports
Post by: brads3 on January 08, 2017, 08:09:18 AM
CC has several types of animals. normal animals like the vanilla game that go to pastures and act like animals.trade animals that breed and you trade,also,domesitc animals that go to the small pens. where i think the confusion starts is the traders sometimes list "animals" not "trade/domestic",hence you buy animals and not only dont you know which you bought but the game might not as well. this has been an ongoing problem for discussion at CC. i don't use the stable mod. the other day i noticed the trader brought animals that were different prices than normal. i didn't buy any.
  now is it a mod conflict or just a CC problem?? it could be both. i think part if it is in the stable mod's codes.hopefully it is fixed in the next version of CC. if you are running the mega mod you may find the problem is worse. too many mods coded together. whereas,if you put the individual mods together yourself,you might have more control as to which loads above another. the mega brought its own set of problems. again i don't use that either.so far i have seen 2 small pieces that i wish i had. that out of how many mods thrown in that basket??
Title: Re: About Ports
Post by: paralias on January 08, 2017, 09:34:04 AM
Quote from: Paeng on January 08, 2017, 07:16:34 AM
Quote from: paralias on January 08, 2017, 03:58:56 AMstorage is ok but it can be achieved with kralyerg ridiculous storage mod

Well, but that mod makes ALL storage "ridiculous", right? I would not want that, I only want larger storage for the port...  :)

Quote from: kid1293 on January 08, 2017, 04:18:05 AM
@paralias - This mod is not covered by Ridiculous Storage, maybe they update.

what i wanted to say with my bad English is : i very much like alot that the trade port has alot of storage
but i mainly asked and wish and hope if it can be done to make it bring more than 30000 which is the top a trader can bring...
only @RedKetchup s traders bring more.... if i remember correct its 40000
Title: Re: About Ports
Post by: QueryEverything on January 08, 2017, 05:46:03 PM
Thanks all, Nothing could be done, in fact I went on & tried the Tiny Trader and similar.
The Bison took a while to move from the Livestock though.

I've started a new map, but will work the port precinct differently and see what happens :) 

I've checked the Trade Animals and they are working fine, I went from purchasing 4 then they bred up 10, in the pasture, and even when split they still didn't move.  I have screenshots of miraculous little baby horses growing on the trader tile :) :) 

The mods in MM & CC produce (in the Trader) Trader Animal (v1):  800, (or 400) and you can buy more than 1 at a time, this is what goes into the pastures; Trade Animal (v2): 250, purchase 1 only per trader), this goes into dry storage, I made this mistake yesterday and couldn't figure it out until I watched what I paid, as the Trade Animal variant doesn't show, only the cost is the giveaway as to the differences between the 2. :)

The Stable produces Domesticated Animals (non descript as to species) which goes into building the little Animal Pens, which produce meat & byproduct of: Cow, Sheep & chicken.

The only thing I hadn't known about yesterday when I posted over on BL's site was that there were 2 versions of the Trade stock, but, when I purchased the horses above, I definitely bought the ones that go to the pastures, they were 800ea.

For what it's worth, these were all great trouble shooting answers, great work, thanks everyone, it just so happens in this case it wasn't buggy code, as much as it was a pathing error which I simply can't fix, now those beasts are procreating on a rogue tile!!  haha.

I also don't know if it's an issue with the tile have been terraformed, ie, does the game animal have issues in not recognising that it's a water tile, where land was, or land where water was.

Same map seed, but new map, and this time I'm creating 'save paths', so, have the save go all to the point of before I start to build my port precinct, then save with 3 diff names:
Map Vanilla, Map Terra Port, Map vanilla Port, with the 3rd new save: Map Port rearranged.
This way I can see at what point there is a bug, and then work out if it is an actual bug, or just my beasts are a little short on the bright side. 

I'll be back :D 
Thanks @kid1293 , @RedKetchup , @TheOtherMicheal & @brads3

@kid1293 , coming back to my other question though, will we be able to please have the brick in a matching road please & texture to the 4x4 pasture?
I'm so cheeky, and annoying, I know this :D :D :D
Title: Re: About Ports
Post by: brads3 on January 08, 2017, 05:58:50 PM
i blieve if you flatten the ground the game does recognize that. you can build over the ground say in the middle of a lake by using it. thing is there are 2 versions of that also. theres a mod plus CC has it coded in already.the animals not moving is not just you. i've seen others at Cc have that problem. and as you noticed they will breed that way.definetly a code problem.way i understood what KRAYLERG said was somewhere in the middle of the code it goes from "trade animal" back to animal.
Title: Re: About Ports
Post by: elemental on August 06, 2017, 05:47:50 PM
So... the superport idea. How about a superport built on Red's canals? It would be easy to place because it wouldn't be on the shore. Visually it would be impressive to see a large building with its own canal access. Part of the building could even be over the canal, with a dock underneath.