World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on March 03, 2018, 12:13:25 PM

Title: STUPER TEST: Swedes
Post by: brads3 on March 03, 2018, 12:13:25 PM
      i have to add several disclaimers. it is not recommended to play this way. do so at your own risk. this includes risk to your sanity.playing this way may cuase emotional outbursts including but not limited to smoking,drinking,swearing,threatening the computer,or talking to yourself.the modders shake their heads at me for playing this way. there are even mods locked up to discourage such attempts.it could be worse. they haven't yet got the pitchforks and torches. so far<i won't give them my address> they haven't had me committed to the funny farm.   
     be advised i am not a PC person.no i don't mean a personal computer,though i only pretend to know my way around that too.i mean politically correct.i will say things without thinking. i take after my forefathers,who wanted to live free.conforming to rules is not my style.telling me how to act is just giving me reason to do the opposite. i think i am sane and the world is crazy.however i dont say or do anything to step on others.if i do say something off the wall, it probably is ment as a joke.i don't intend to step on or upset anyone.
   hopefully, noone makes me walk the plank or feeds me to the sharks or tigers.over time we have had many different modders. each with their own style and ideas.so too, players each have their own style and wat of playing.some like to decorate.some build huge cities, while others like building small functioning villages.together we have pushed banished to its limits, and LUKE has gave us more tools.each year there is progress.not only are new mods created,but also new tricks and ideas to unravel mysteries to the game code.
     RED's NMT mod,which is a part of the CHOICE,has many buildings that are too fancy for my style.i tend to build more rustic or colonial villages.however,there are many parts that i used extensively.the food processors got lots of use.for several years the medical clinic was my primary hospital.the fodder chain is a very useful addition. combined with NECORA's pine mod and BARTENDER's NAT DIV mod gives meadows and changes the entire map.TOM's NORTH has many new neat added ideas.workshop and hunting or gathering  changes plus it brings many rustic looking buildings.CC is a good combination mod. it has tons all in 1 mod. many seeds and orchards,variety of livestock,food processors.plus the fort and indian sets.it also has many chains that do frustrate many players.the inventory can become overwhelming or frustrating with so many items.
      mods aren't designed to fit everyone. but everyone can find something in each mod that should fit their individual style.that is what makes BANISHED unique and fun.this is a test of many different mods to see what can work together as well as what might conflict. other players always ask can this and that be done.this will answere some of those questions,as far as combining various mods.

     this is a STUPER test. modders call it stupid and i say super.it is a combination of CC,RK CHOICE,and the NORTH with many parts added. it is over 120 mods functioning in 1.133 but not all enabled.how did i get here? i stripped the CC out and added modular pieces from CC.then added RK's choice mod and tons of KID's new mods.after clearing the registry and running multiple tests i had a base mod order.both compatability mods have been pulled out.i did downgrade some and added some 1.06 mods.these might help some storage issues others were having.
     with soo many mods there is some give and take. i give up copper and silver ore and wild chickens and pigs.i have 2 blank tags,white mulberries and fodder.i have red mulberries and thatch. the thatch is burnable by the houses including RED's.thatch is used by the stable as fodder.this way i have more meadows and less trees.not bad considering i started with 28 blank tags.my windata folder is 1GB smaller than before. this before the last step.
       
         now i can add the NORTH mod and turn off several nordic mods.i had issues.general rule is the game loads the topmost mod 1st then the next from top to bottom.top mod overrides the next.there are exceptions,the north is a big exception.TOM likes to challenge me.it took some work to find a map that i could see.somehow the NORTH and CHOICE load to a darker terrain no matter which way they are in the mod order.TOM's locks work even if you were to move the NORTH to the bottom of the mod order.i actually needed the CC terrain mod to get a grass look and the very large map,even though that is included n RED's CHOICE mod.even then i had to beg and push the computer to load it.way too many tests just to have a map i could attempt to work with.again TOM reminded me that this most likely will crash.travel at your own risk.

     none of that is a complaint.both the NORTH and CHOICE are huge mod sets.there is interesting options added to both.NILLA will scold me and say i should play a game with 1 then play a map with the other. but doing things the right way isn't as fun.there is a lot of work to set the mod order to play ,you want me to do it twice? i did keep a copy of the mod order before adding TOM's NORTH.if it crashes i can quickly reset.

     i purposely did not post the mod order. 1 it is a long list. 2 i probably shouldn't encourage such craziness. 3 until i actually play it ,there is no way to know how right or wrong it is. i will give you 2 pieces of info. 1 the NORTH overpowers the CHOICE mod,mod order does not change this.RED's darker terrain overrides even itself when another start terrain mod is added.there is lots of give up in playing this way.
       will this be fun or fail??  i just hope the modders don't yell at me too much for my craziness.

         
Title: Re: STUPER TEST: Swedes
Post by: oldgraywolf on March 03, 2018, 12:22:39 PM
Sounds like fun, when will you start posting? ;D
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 03, 2018, 12:30:34 PM
                                                             SWEDES

          map settings swedes,360621324,CC verdant plains,very large,mild<this should play as a normal fair climate>,
no disasters,builder.

         i start with beef cattle,rye,turnip,and barley seed,and pear seedlings.the bannies are sent to clear a crop field and pasture.a storehouse and cabin are set.since the pile is already at the limit,i add a zero to the logs,stone,and herb limits.as soon as the crop field is plowed,i send out a quick fisherman and hunter.then set the 2nd cabin.between the cabins,i start a town center. a mini townhall will give me a chance to see the inventory.goal here is to keep the bannies busy and not overfill the pile.

       right off the start i have an issue,there is no thatch but it is required for the pasture.easy fix,since TOM has a sheep run that costs nothing to build.
       while the workers are busy collecting food,the 2 cabins and a woodcutter are finished.a NORTH workplace is next just to see what options it has.it does what KID's workplace mod does in 1 building except tools.i will need a blacksmith.the mini smith will allow me to make stone tools.
     i notice several things. 1 the beef cattle do produce milk.there is no boardinghouse option under housing except the added inn.the bannies have collected  food.due to this i send a 2nd quick hunter out near a reindeer herd.there is deer hides but no leather.i guess i will need a different tailor or hope the cattle produce enough.the overview window is arranged differenly than i am used to.you all will have to excuse me if i get confused or lost. i about panicked seeing the food down to 8 since the clothing is where food used to be.
   
     overall the 1st year goes smooth.4 cabins,2 storage barns, and workplaces are built.i have a townhall to keep track of inventory.no major issues.unlike NILLA,instead of micro-managing i set the bannies to work and then when they aren't busy they help the laborers.saves me forgetting to turn them back on later.here i have 1 laborer but the bannies work like there is 5.the woodcutter,blacksmith,and the builder help as well as the farmer in fall and winter.

    in year 2 ,i drop back to 1 hunter and set up a campfire.that will use the deerhides to make parkas.then the workers start on a fence for the pasture.
   i took some time to click around the map. it ias hard to see with so many trees but i do notice grouse and some bog iron.there is some bushes starting to grow so i do think over time the wild food will increase.
     since i have 3 9yr old children,i have the builder construct a thatch hut in the fall.this will do several things. it will keep a supply of logs. it till also collect stone and minerals in the circle.as the trees are cleared,i can see how much food is growing.another field will be cleared during the winter.
     
      i did find that the food clear button does not clear pine mod foods such as fiddleheads,chanterelles,or eggs.

pic 1: map settings
pic 2: setup yr 1,note the housing toolbar has workshops and fence but no boardinghouse except the added inn.
pic 3: campfire that makes parkas.
pic 4:thatcher hut and pine material storage.note the birdnest between the fields.the clear food button will not highlight it.the laborers however do clear it as eggs using the remove all button.
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 03, 2018, 01:05:24 PM
Quote.NILLA will scold me and say i should play a game with 1
never!

That would take away the fun to see your struggle! You know that you are crazy! But it´s crazy in a good way, so I´ll be in your corner this time! Go on Buddy! Show us, that the impossible is possible!
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 04, 2018, 07:19:09 AM

YEAR 4-5

       my toolbar does show some extra icons on the main toolbar. there is the DS small village and KID's rowhouse set,1.06 mods. i did this to test some market ideas.i also added the mission and PILGRIM'S colonial houses.both of which i had stored in a backup folder.
      NILLA claims the game will slow down this way. this gives time to plan ahead and also to look at all these new toys in the toolbox.plus while the population is low,the bannies can build some stockpiles of food and other goods.remember the mini townhall can pull nomads by itself to keep the bannies expanding.
    ok,now i can't build the trapper cabin without traps.where do i get or make traps? i will build a smith workplace and see if it can help. great now i need iron which i am way away from having enough materials or workers to do.for now i keep bannies busy gathering food.

   the 15x15 pasture gives 24 milk and 400 beef,but only 2 cowhides.barley field is 500,turnips 600.both 10x10.fisherman is 500.the hunter varies as i do move him around.
    in my haste to set this up and adjust mod order,i did leave the more wood and stone mods on by accident.the stockpile is over full.to solve this i will add SLINK's markets. a farmers,industrial,and a smithy market.they will give more storage and use up some of the excess logs.

   as soon as the workers are busy, 2 nomads arrive at the mini townhall.they bring a case of yellow fever with them.an herbalist from the FO. mod is needed.the outbreak cleared up on its own even before construction started.with extra workers ,they should be able to find more food and stone.
     a charcoal pit will help use logs up.the charcoal can be stored to process iron later.

pic 1: smith's options,also need clay to build the bloomery to process the iron.
pic 2: SLINK's markets.farmer,industrial,and a smithy market.1.06 mod
pic 3: yr 5 production.note the DS hovel with the thatch roof look.fits well with TOM's cabins.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 04, 2018, 09:55:40 AM
you all can laugh now. i can't read the menu.it is like trying to order a steak dinner in a candy store.
Title: Re: STUPER TEST: Swedes
Post by: Gatherer on March 04, 2018, 10:00:32 AM
We're not laughing at you, we're laughing with you.
:P
Title: Re: STUPER TEST: Swedes
Post by: kid1293 on March 04, 2018, 10:03:32 AM
Agree to that :)

Keep up the good work!
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 04, 2018, 11:53:26 AM
sure sure. you just want me to find alll the errors or mod conflicts. i have 1 big 1 but it didn't cause a crash and i do have a work around for it.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 04, 2018, 03:49:18 PM
YEAR 6-8

     the workers clear a pear orchard to boost our fruit.this will be an interesting test to see if the forget orchard mod functions or is locked out by the NORTH mod.will we have pears in year 1?
    i built a cabin for the 15yr old female.the bannies never play fair,they moved a 13yr old female instead.guess the builder will have to build another cabin.
    1 odd note,the thatcher does not stop cutting trees to plant thatch even though the log limit is reached.

      TOM has his own chain. in CC you need materials to process another material.like furnace fuel to process iron or tin ore+ fuel to get tin, then use the tin to can vegetables.requiring several work places and the materials supplied at the same time. TOM has this where to build 1 building you need several others.to build "A" you need something from "B". to build "B" that you need building "C".now the question is do i need those items just to build or do i need a constant supply.so to trap do i need traps constantly supplied.it would take a lot of bannies to operate a trapping shed that way.
learning as i go and have to be careful about what i try to build.even a beekeeper requires bee hives.
     the more wood mod combined with these thick forests has ne overloaded on logs.the meadows would have made me work for logs.here i can't clear land.totally opposite what i am used to.as i said the toolbar and menu will take some getting used to. i keep reading the food count as logs.huge difference from 200 to 4000. if i wasn't lost, i could go faster.

     now that i have found myself or fixed the log dilema,the charcoal pit stops.there is over 400 charcoal stored.the campfire worker switches to parkas only and will  help the laborer.there is a clay icon under the removal toolbar. i will try that to dig enough clay to build the bloomery.the laborers will keep busy extending roads and hauling rocks.

    bloomery fails.worker carries iron ore can not drop it to the bloomery.RED does have a foundry that might smelt the ore. however, it requires iron, and TOM didn't trust me with any.i do have 1 option. the renewable resource mod can collect iron.works like a forester but for other resources.this is why i like having my mods enabled and functioning together. you never know what you might need.at least the game didn't fatal error and kick me out.
        there is a mountain to the east that can be used for the iron. it will take time to get there.the workers work to clear roads.hopefully, THE LANDING FORT sends us more help soon.

      this is a nice change. in CC, i have always had to remove trees and brush and then lay the roads.even then you had to be careful that something didn't grow back before the builder got to the road.this ment going over the area twice at least. clear the land and layout the road. if the builder was  busy with construction,you had to do it again.long roads thru forests were tedious.now and then i would find a tree in the middle of a road that had to be fixed.with TOM and RED's mods, i can lay out the road and the builder will even cut trees as he goes.next spring, i can lay out a some long roads quickly.plus the laborers will be free to work elsewhere.

pic 1 pear orchard did produce the 1st year. toolbar shows the city services. the hospital is RED's,the TH is TOM's.
pic 2: the claypit ,corner of the field and orchard,is under the removal tools.a quick option.production toolbar
pic 3: failed bloomery won't store the needed iron ore.most likely cause by using the CC terrain mod to get the brighter ground texture. the removal toolbar.
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 05, 2018, 01:07:16 AM
First to your question about the traps, if it was a question to the community and not only to yourself. No, you don't need a constant supply of traps.

Then I have a few questions; if you can't produce any iron, from where do you have all these tools? Are you sure, that the renewable resource work, if there's no iron lying around on the ground? Or is it? On a normal Nordic map there's only iron ore, no iron.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 05, 2018, 06:27:38 AM
this is a issue when crossing several big mods.no crash though. i have iron ore. the renewable resource mod adds foresters that produce stone,iron ore,coal,and iron. i did use them in the  TOWNES map. the only way to know what will and won't work is try it. my hope is i can build RED's foundry and process the iron ore that way.
    i am learning as i go.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 05, 2018, 06:48:35 AM
YEAR 9-10

     during the winter i had the laborers work the markets to move items out of the barns.this will give the farmers more storage space closer top the fields.after they were swirtched back to laborers,they went on strike for a few months.i had to use the priority tool to prod them back to work.not sure why they seem to loiter at the farmers market.the are not being helpful at all.the builder kept working. he cleared a cemetary to pull the loitering bannies. finally i had to destroy and reclaim the markets.this caused them to waunder elsewhere and loiter.the priority tool does snap them out of it for a shrt time.the bannies are happy and healthy.just to add to the weirdness when i click through the laborers,it picks up a 3yr old child.this strangeness went on for a year.then the laborers went back to work.
    the cemetary is completely fenceless,not even a stone gate.
   
     to keep the workers busy,i send them to start a fort wall.the campfire woker has to swap to the workshop and process cowhides,or we will be short on clothing.

      the town has survived 10 years. how bad did i mess up? overall the mods are working together.only the iron bloomery won't function so far.there is a food gathering issue.when you send the laborers to collect food it doesn't work for pine mod foods and apparently not all nat div items either.only the remove all will highlight some items.
     i am low on clothing.hopefully, the cow hides will catch them up.in time i do have the pine furrier tailor that will help.i'll experiment with some and see what works better.thatch isn't being used by TOM's cabins or the DS hovel.it has supplied logs and stone.in time i do think getting the thatch hut started will pay off. it also opens up an area to see what food is being missed.this wil be useful to test a gatherer.

      as i get used to the menu and toolbar options,the pace will pick up.i am due some nomads soon.

pic 1 laborers loitering at the farmer market.
pic 2 stats.food production toolbar has some different icons
pic 3  inventory. storage and market toolbar
pic 4 production
pic 5 food graph
pic 6 citizens graph.note the flowering plants that are not highlighter by the collect food tool.this glitch affects pine mod  and nat div items. i did to collect as herbs.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 05, 2018, 09:36:56 AM
btw, in beta 10, i made it soyou get my things on the ground when you start a new map :)
but i've let Tom put his iron bloom and change the deer skin.

i wish Tom make a more friendly version where he dont hijack the main toolbar as much as he does :S
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 05, 2018, 09:58:19 AM
LOL,so you over rode TOM's locks? sure now that i started a map.it is o'k. i stay behind 1 version for now.is interesting to see how the 2 mods interact with each other.long long ways to go. lots to test out here.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 05, 2018, 10:23:46 AM
Quote from: brads3 on March 05, 2018, 09:58:19 AM
LOL,so you over rode TOM's locks? sure now that i started a map.it is o'k. i stay behind 1 version for now.is interesting to see how the 2 mods interact with each other.long long ways to go. lots to test out here.

bah the game, if you put mine on top, you will get MY starting conditions with my things on the ground. i didnt saw the dark texture though you were talking.
Title: Re: STUPER TEST: Swedes
Post by: Tom Sawyer on March 05, 2018, 12:03:45 PM
What I did is to set visible = false of some vanilla buildings where Nordic buildings are replacing them (to clean up the toolbar). I found it better than overwriting their templates and it keeps the possibility to activate them. So if Red sets it to true then they will appear again with his new models and can be used besides the Nordic objects.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 05, 2018, 12:50:32 PM
Quote from: Tom Sawyer on March 05, 2018, 12:03:45 PM
What I did is to set visible = false of some vanilla buildings where Nordic buildings are replacing them (to clean up the toolbar). I found it better than overwriting their templates and it keeps the possibility to activate them. So if Red sets it to true then they will appear again with his new models and can be used besides the Nordic objects.

where exactly you've put those visible=false ? gimme an example.
Title: Re: STUPER TEST: Swedes
Post by: Tom Sawyer on March 05, 2018, 01:18:38 PM
Just copy game/toolbar.rsc to your project and add visible = true to all objects you want to show. For example:

Toolbar townhall : "base"      {   bool _visible = true; Toolbar _parent = "services"; ...   
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 05, 2018, 01:51:32 PM
YEAR 11-12

      2 nomads arrive in june.we start on the iron shack and an FO cabin.i will need a lot of iron.as it builds up, i can check out some other buildings.
      as children grow up and become laborers,i do want to add a gatherer to the thatch meadow. question is which 1 will work.since i can't collect the foods,i doubt TOM's gatherer will.will the FO or mini? let's try the vanilla pine gatherer.
this was coded to be more universal.with it i add a tower hunter.mainly i don't want to overlap the village with a hunter. also it should gain some leather.

pic 1: iron hut and FO cabin.this will burn thatch.
pic 2: "planting" iron.
pic 3: pine mod's vanilla gatherer and he tower hunter outputs.KID's expanded theme toolbar
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 05, 2018, 02:52:12 PM
Quote from: Tom Sawyer on March 05, 2018, 01:18:38 PM
Just copy game/toolbar.rsc to your project and add visible = true to all objects you want to show. For example:

Toolbar townhall : "base"      {   bool _visible = true; Toolbar _parent = "services"; ...   

oh i did tried to add game/toolbar.rsc to my resource file.... without success. i am not sure though if the bool _visible = true; is there.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 06, 2018, 07:22:39 AM
YEAR 13-15

     one fort wall is finished. well except the corners that require cannons.i would like to put a market there and use extra time to clear and fill it.that way materials are there for construction.i am curious how the my precious mod,CC frontier,and the NORTH work together.
      there is a method or plan to my madness.between the lake and main river build a fort.along the river going north of the thatch meadow,production and trading posts.east of the river for forests.west of the SLINK markets for a NMT town.hopefully without crashing.

      i am starting to show iron.the renewable resource mod passes test. now that we have iron,EB's wharehouse will supply the fort.the colonial provision store supplies food,clothing, and tools.

pic 1: provision store.
pic 2: EB wharehouse
pic 3: village well and butcher
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 06, 2018, 09:13:10 PM
YEAR 15-16

      now that i have iron,the bannies can make some traps.the industrial market will be used to bring the iron for the smith.the laborers can do some clearing at the fort. the farmers are working to push the barley reserves up.since the bannies are working together so well this year,i have them move materials for an office and a barracks.
    the trapper brings in furs.he then does a lot of loitering around the village.

    in may of year 16,7 new citizens arrive.now i can have some fun.2 familes with 2 9yt olds and a 4yr old.one family will stay and clear the fort.the other will make clothing from the furs and pelts.the fort stable will produce domsetic animals that can be used to build other buildings including a dairy stable.plus we will have a trade good.

pic 1: barracks and fort office
pic 2: trapper hut completed.notice the nice crates of charcoal
pic 3: pine mod fur tailor
pic 4:horse stables that produces domestic animals.
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 07, 2018, 01:27:19 AM
You know, the trapper isn´t very successful when he´s together with a lot of other buildins. It should be located alone (with a house and a small barn) way out in the woods to produce good. (At least in a normal Nordic game, maybe some other mod makes it different)
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 07, 2018, 02:46:18 AM
yep,i am learning as i go. the pine trapper would have worked enough of the thatch meadow to be better.i am low on textiles.
   biggest thing slowing me up ,is having extra workers but living at home since they aren't 15yrs old yet.don't want to move them yet.have more workers than i need in a small area.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 07, 2018, 10:04:38 AM
YEAR 17

      I do hope those new players are paying attention.i should have mentioned some of the start mods.the no rain is working normal. the no smoke is but the charcoal pit is not as affected.there was smoke when it was operating but it wasn't overpowering or very dark.those 2 mods can help speed up computers since they take away graphics.they also make it easier to see or take pics.though i do have more wood from the trees, the bannies do run short on stone.hard to say how much those 2 mods are helping or if 1 is broken.the pine and nat div function except for the remove food tool.oddly i do think 1 of those tools is from the nat div mod.NILLA, with her micro-managing, would starve here.the forget orchard mod works as the pears did produce the 1st year and are not slowing down.never understood the other way. why wouldn't the farmer prune the trees and make you manually do that? i do have stone tools, so the bs mod works.some mods do add this option themself.the stone tools label to the bannies as steel but do wear out more often.

       as females become 15yrs old,i add houses.a rye field and a workshop will give us flour.a smoke shed and pine lumber cutter are added as well.these should get our log count down. KID's animal shed will boost our milk.i do wish this had an option for sheep or pigs.

     that was a busy year.the bannies even had time to stretch roads and clear nore land at the fort.

pic 1:lumber cutter
pic 2 smoke shed and more houses
pic 3: KID's animal shed,wish this had a wool option
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 07, 2018, 10:25:26 AM
ME STARVING? So bad conditions aren´t possible! ;) You might have seen some people in my villages starve but in that case, it was deliberate to check something out!
Title: Re: STUPER TEST: Swedes
Post by: galensgranny on March 07, 2018, 11:09:30 AM
Quote from: brads3 on March 07, 2018, 10:04:38 AM
YEAR 17

      I do hope those new players are paying attention.i should have mentioned some of the start mods.the no rain is working normal. the no smoke is but the charcoal pit is not as affected.there was smoke when it was operating but it wasn't overpowering or very dark.those 2 mods can help speed up computers since they take away graphics.they also make it easier to see or take pics.though i do have more wood from the trees, the bannies do run short on stone.hard to say how much those 2 mods are helping or if 1 is broken.the pine and nat div function except for the remove food tool.oddly i do think 1 of those tools is from the nat div mod.NILLA, with her micro-managing, would starve here.the forget orchard mod works as the pears did produce the 1st year and are not slowing down.never understood the other way. why wouldn't the farmer prune the trees and make you manually do that? i do have stone tools, so the bs mod works.some mods do add this option themself.the stone tools label to the bannies as steel but do wear out more often.

Which "no smoke" mod do you use Brad. I see one or two on BlackLiquid's site, but also there is one on Banishedinfo.   I want a no smoke mod as you say it will help with speed. 

I never had the Bannies use stone tools, but I should start doing that instead of at first rushing to get iron tools made.  Since I have gone over to having iron ore first, that makes the need for another building to make iron ,and at the start, there aren't enough Bannies for so many things at once. 

I don't know about the Forget orchard mod.  Were we supposed to ever do something with orchards?  I always just planted them and ignored them.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 07, 2018, 12:00:28 PM
i have CCNoSmoke and BlackLiquidRain.
    the blacksmith tool mod and some of KIDs will add the stone tools.i like doing stone and then build up to rough<iron ore> and iron.  by keeping a blacksmith on each you run less risk of running out of tools. when low on iron the stone make up for it. the bannies will use lower grade tools more but it can help depending  on what you have access to. it pays to work with the limits and use them to get some stockpiles of items early on.
     if you start with stone tools the mini mod combined with some of KID's like the workplace are handy. they have small easy to build pieces that give you a fast start.

    the forget about orchard mod saves you from having to prune or cut the orchards every so often.if you don't do that, outputs of orchards should drop off after several years. without the mod, it takes a couple years to get a good output.with the mod, they will proudce the year they are planted.not as much as the 2nd year but still helpful and faster than the other way.it makes sence that the farmer would do the pruning himself.

   NILLA,here you would. there is less food gathered when you send laborers out in the forests.the nat div and pine items aren't in sync with the remove buttons. when the pine gatherer or the bannies with a all remove find food, they will eat it.minor glitch. as long as i don't crash, i keep going.
Title: Re: STUPER TEST: Swedes
Post by: galensgranny on March 07, 2018, 12:14:02 PM
Thanks, Brad.  :)
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 07, 2018, 12:25:40 PM
what would you like me to find or figure out next?the hard part is remembering which mod does what. if you have 5 blacksmiths some will and some won't do stone tools.same with mills and grains or bakeries.
Title: Re: STUPER TEST: Swedes
Post by: Tom Sawyer on March 07, 2018, 02:12:47 PM
I have a feeling that you make your game harder by mods which are actually added to make it easier @brads3. For example the more wood mod. It sets the output of trees to 3 - 4 logs as far as I know but in the North it's 6 logs from a tree. Same with ore and probably many more issues. Other mods are not necessary in this combination or even removing parts of the environment like Lighter Rain which is not lighter than nordic rain but probably taking away the thunder sound. Also SeasonFX which removes nordic sunlight effects with long shadows and such but that might be a matter of taste. It's funny to mix it and to look what happens but actually it brings not much useful knowledge.

If you ask what would be nice to figure out next, I would like to see a pure nordic map with your opinion and suggestions or a more controlled test of combined mods to extend the compatibility list. I also think that for Red's beta progress it would be more helpful to see his collection played for its own, not confused by all the nordic changes. He already hates my mod for this.^^
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 07, 2018, 02:35:30 PM
i agree with most of that. i am glad NILLA and others do pure tests. it is needed to work bugs out. this way does bring its own challenges. since you changed log outputs,i wonder if the more wood might not even be working at all. i do kow i have struggled to keep stones. i left both the more stone and more logs enabled by accident.they really arent needed with so many trees and less meadows.
     most of RED's buildings are here. there are stone and wood start houses and many barns.there is tons under his community bar. he don't like either of us cause i turned on the nat div mod.it brings different food plants and the meadows. i think without it there s more stones and trees even before i added the north.
    the seasonFX gives the plowed field look to crops. otherwise i dont think it is doing anything.it is overrode a few ways.
    i like a lot that all the modders have done. i think it is interesting to see how the mods interact and work together. many of your buildings look like they was made with the thatch even though they aren't.they mix well with KID's FO mod and NECORA's pine mod.you have added lots of challenges with changes too.i am still trying to get clothing stablized.there is so much in here it will take several maps. i will have to try 1 with just the north.
    i already am missing a lot since i took CC out. no wildlife animals to place. no small general market to move items.no carts.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 07, 2018, 04:03:06 PM
Quote from: Tom Sawyer on March 07, 2018, 02:12:47 PM
He already hates my mod for this.^^

^^ it is not your mod itself i hate, i hate the fact my things dont appear normally and i hate to do things to counter your counter measures ^^

and also i cant call the template entirely, if i do so, other mods that add an upgrade button of certain things (like CC added new upgrade to certain buildings) so i am obligated to call only just the parts i am modifying like the model/highlight/map/work(sometimes) and not call the UI so i can let others to call an UpgradeUI function.
Title: Re: STUPER TEST: Swedes
Post by: Tom Sawyer on March 08, 2018, 03:41:22 AM
That's why I said to not try to stay compatible with other main mods. CC and North change almost everything and you too in your new edition. So you are going crazy and it kills your time when trying to fix and overwrite all the overwrites from the others. Or it kills your creativity if you try to solve it by copying code to be equal in flags and values. I even don't think that many players try to play these main mods together. Brad is an exception in any case.^^
Title: Re: STUPER TEST: Swedes
Post by: Turis on March 08, 2018, 04:53:44 AM
Yeah,  that's right. Also I think Brads is an alien learning skills and abilities to bring to his own planet so he's proclaimed a hero. :D
Title: Re: STUPER TEST: Swedes
Post by: kid1293 on March 08, 2018, 05:34:46 AM
@brads3 - I lurk in the background and hear things.
Right now I have trouble uploading to download section. (don't know why)

I will try to attach an updated Animal Shed with a Sheep Shed added here.

Finally I managed to upload it. It is in download now.
LINK (http://worldofbanished.com/index.php?action=downloads;sa=view;down=387)

Three sheep. I guess they are naked after a year :)

@Abandoned asked for it earlier and now you wanted wool. Be happy.

Title: Re: STUPER TEST: Swedes
Post by: Turis on March 08, 2018, 06:09:46 AM
Downloaded it... very interesting, @kid1293 !
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 08, 2018, 07:14:49 AM
that was quick. i should have asked for more or been more careful how i worded it.like said wool plus pigs or something.options is good.  i didn't expect the barn change.i figured you would swap the cow for a sheep and or the chickens for pigs.not complaining though.players get bored setting all the same building,so it is good to have a variety.based on this map i am sure other players will find sheep very helpful.some maps makes it harder to locate a hunter and forest near by. thank you,KID. that will be a handy option.

      @Turis no i don't want to be a hero. i just like being different.plus i try to give new players looks at different mods and how they can work together. i doubt many will try to put so many mods together especially the big 2.

     
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 08, 2018, 07:45:35 AM
YEAR 18-19

      with everyone busy and the town stable,i want to build a bridge over the main river.that will give access to a huge mountian to mine.i like doing these little projects early on.like the fort walls,clearing the main fort area,extending roads. it keeps the bannies busy while materials and food are building up.as time goes on nomads arrive in larger groups.this way i am ahead and can quickly send a group across the bridge to build some housing and a mine or quarry.anything i can do now,means they will be faster later.

     hopefully i don't confuse you all by jumping around.there is a plan.as tyhe need for food goes up i plan farms along the road past the animal shed.the fort will take a lot of workers but also different items.i plan to stock some of those items over time. it will need silver and coal,hence the need for mines.a marble quarry will give me a good trade good to gain some other seeds as well.the fort,mines, or any production area will eat a lot of food. here the issue may be trying to keep them all clothed.that will require some forests to hunt and trap.also planned over te main river.as the population grows i will try to build food. as nomads arrive i want to expand areas. that is if the bannies work with me.

     i send the laborers to build 2 storages. the CC magaizne should store all items.it will look good in the fort and is a safety.a log depot will give more log storage and center them to the front of the fort.
     to increase the flour,i add a barley field and KID's workplace grinder.the barley will split between the grinder and DA stable.in order to bake bread,i do need more milk.

pic 1:dock bridge
pic 2:fort magazine storage
pic 3: log depot hiden by the FO cabin.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 08, 2018, 01:18:05 PM
YEAR 20

     POPULATION 56 with 18 children in 15 houses.no education.we are stockpiling materials as we grow and expand.

    i am used to sending bannies to school til 16yrs old. with the education changes from the NORTH mod i have workers for 6 years living with parents.i don't want to move them as singles so they become laborers for now.they do keep busy clearing land and finding stone.

    a RH hospital can check over the new comers to help avoid diseases.it is completed just in time for 7 new citizens.they move in the barracks and start building a quartermaster to bring military supplies.
   the bannies continue clearing and add a sawmill.with so many logs we can cut now to trade lumber.

pic 1: stats,
pic 2: production
pic 3: inventory
pic 4: food graph
pic 5:KID's sawmill
pic 6 fort quartermaster to bring military supplies.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 09, 2018, 07:23:24 AM
YEAR 21

     the bannies have searched farther and farther for stone.a tiny quarry will be built to dredge stone from the lake.a placer mine will work the river.it takes him a while but he does find silver not silver ore.
    a bakery is built but it will not make hardtack.it can make bread with just flour though.the RH blacksmith can't make muskets without furnace fuel. it is set to rough tools,those will be handy for mine workers.

TOM did sa by playing this way i probaby have more errors than i see even.let me expand on why i put these mods together. NECORA's pine mod and other sets bring a universal storage barn,different forest buildings including the pine hospital.it also brings a gathering ability where the bannie laborers don't waste as much food when they clear land.they will gather eggs from bird nests or pelts from the beaver lodges.the nat div mod brings a different texture grass than RED's mod plus different texture to the plants.it also creates meadows where RED's mod mixes fodder and trees togerher.RED's choice brings a variety of orchards and seeds along with some production chains and food processors.it is smaller than CC.the NORTH has a unique trader system.the weathered look and style of some of the buildings fits the colonial settlement villages.each brings its own look but also unique ideas that affect the gameplay itself.each also have their own challenges.
     there is give and take. some things won't work ,others might just work differently.i expect that.i keep some notes and some i might be able to fix with mod order.i am curius to see how this works out with the 2 big mods added together.


pic 1: placer mine,
pic 2 bakery and mini stone quarry,
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 10, 2018, 07:24:40 AM
YEAR 22

     the fort blacksmith can make muskets and cannons.now i will build a trading post.the RH seed trader was built but won't move the domestic animals or lumber. it is a 1.06 mod. then the laborers can start the south fort wall.

     i seem to be behind. this game has played slower. the bannies move at the same speed, but for some reason the calender in months seems to move slower than the other way. can't explain why, but i think i should have accomplished more for the number of years.

    i finally had a fatal error. the main trading post looks like RED's but due to mod order has conflicts.after being placed i get an error when i try to click on it.normal considering the setup i am running.not a game breaker though. i do have the CC dock trading post that should trade everything as well as KID's general trading post.
   

    i did place and click on the other trading posts. no more fatal errors.

pic 1: fort blacksmith
pic 2:  RH seed trader
pic 3: poutput #'s for the thatch meadow workers.herb limit has been reached.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 11, 2018, 08:50:15 AM
YEAR 23-25


      there is enough iron,so the worker goes to supply the seed trading post.he stocks logs and smoked meat.now that i have cannons,i can finish off the star fort corners.i add the smelter to make silver pfenning and the dock trading post to ship the lumber.
    since the merchant didn't want the meat,we send it to the dock post. stone and rough tools are stocked at the seed trader.
     the smelter from the myprecious mod is broken. the silver is picked up but won't store as silver ore.it does the same with gold.zthe blockhouse will have to supply enough pfenning.i also find i have a statue carver, but am missing the statues. i have RED's decoration set but the statues don't require the carver.evidently the statue plus mod needs CC to function.it isn't showing a conflict even.
    it takes so many logs to build the fort walls,that i run short.the bannies recover quickly working though the winter.

   I add a musket range and the pilgrim's rest.it will make ale from pears for now.this tavern can make rootbeer as well.there is another field cleared and storage built.

pic 1:root seed trade.
pic 2:my precious smelter. needs ores so fails tests.
pic 3: blockhouse that will give silver pfenning
pic 4:south fort wall.
pic 5:pilgrim's rest.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 12, 2018, 08:24:20 AM
YEAR 26-28

       in june, 21 settler's were sent from the landing fort.now i can start building some mines.a precious mine will test the silver ore further.a salt mine will allow us to salt fish.i then tried to add TOMs mine. after terraforming and several reload and attempts, i quit.it looks  wrong, after flattening and trying to set any mine. finally give up and get a multi-mine to work.this will give coal,iron,and stone.
       finally, i am able to add a storage barn for mixed materials.a RH market will bring keep the workers supplied.the tiny townhall will work as an office.
     a fodder meadow is started south of the lake to cut trees and begin planting.a family will move south of the fort to start greenhouses.,more food will be needed with the growing population.while the fodder is planted,a KID's greenhouse and a hot house are built
   

pic 1: my precious,salt,and multi-mine,
pic 2: tiny TH,
pic 3: fodder meadow
pic 4: KID's hothouse and 7x greenhouse.
   
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 13, 2018, 09:01:06 AM
YEAR 29

      now that i have salt being mined,i add the nordic salt house and oven.

       with the forward post built,i run tests on the fort parts.the quartermaster brings military supplies. these are required to build the pieces and used by the blockhouse to give silver pfenning. the silver feeds the musket range and it produces a variety of goods and.the work camp has an issue related to iron tools.it stores them for a short time and then the worker moves the tools back out.the forward post stores over 300 military supplies but never has any outputs.the soldier never tries to move uniforms or muskets.i left this run a bit. finally it gave 8 bottles of vodka spirits for 200 military supplies.not very good at all.i haven't used this mod so it will need another test.
      the precious mine gives silver,gold,or gemstones.since the metals are not ore,the smelter does not work.a gem smith is built to see if we can cut diamonds. it doesn't store gems,since they are not rough gemstones.the precious and placer mines are the only 2 buildings working from the set so far.this will need to be tested higher in the mod order.

pic 1: nordic oven and salt shed
pic 2: my precious gem smith fails to cut "rough" gems
pic 3: production of the fort buildings,workcamp fails,forward post doesn't work right.

   
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 14, 2018, 05:13:53 AM
YEAR 30

       Population 129 in 32 houses.0% educated.more than doubled in 10 years.the fort has been cleared and built.there are 2 mod sets with issues. only half the fort parts function and the my precious mines only.i also have the mine and greenhouse areas started.there has been some struggles. the bannies had to search for stones constantly and then they used logs as fast as the trees were cut.the terraforming to the mines  was very frustrating and cost time.and yes now the food reserve has dropped off.
       having 10yr old laborers seems to stunt the growth of the town.it changes when houses and new jobs are needed.sometimes the bannies refuse to move after they turn 15.doesn't work as smoothly as i am used to.i do think it will get better in time.

       since there are extra workers in the fort,a feild is cleared and a animal shed is built.a worker is added to the sawmil to push the firewood up.i checked the laborers.they are mixed between the fort and start village.there are 2 10yr olds.the old way i wouldn't have these til they graduated and were ready to move.there is 2 females of age.a single male with children lives beside 1. there is also a younger single male elsewhere.really leaves everything stuck.since there are more laborers at the fort,i will build a wood house to the south.hopefully a pair move into it.a tower hunter will be aded at the edge of the fodder meadow.this will help increase the textiles and clothing.

      i have been mannaging the market vendors.the food markets are filled and empty the barns then the workers switch to the material wharehouses to move goods.muskets that should be crafted is being stored in the industrial barn.coal is being stored as logs in the log depot.looking over the limit flags silver stores as textile.coins store as finished goods,thatch and lumber are construction,and gold is stored as precious.logs is wood,fuel is firewood,industrial fuel is charcoal.coal,iron ore,and gems seems to be minerals.to be safe, i did add some piles near the mines along with RED's general covered pile.i have added a variety of barns so everything has a place.the only concern would be if the coal filled the log depot.

      the smoked meat got traded for food. at 3 to 1, it helped increase our reserves.the meat won't be restocked to the trading post until we have a better surplus.
      since a 12yr old female moved into the new wood house,no more houses will be built for a few years.

      the nordic salt cabin won't store salt.it has a flag issue due to the mod order setup.add it to the list.

pic 1: stats,my precious toolbar
pic 2: production
pic 3: inventory
pic 4: 10yr food graph
pic 5: parafe grounds decorative piece
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 14, 2018, 06:59:32 AM
Since you have no educated; how is the uneducated penalty in this mixed game; like the North or vanilla?

Nordic or vanilla penalty; you do know that some professions are very unproductive with uneducated workers. The uneducated rather destroy material than make something useful from it; like the tools in my last Nordic game; it's better to sell the ingredients and buy the tools, or hide coats in a vanilla game; as far as I remember you get 1 coat from 2 leather. If you have 6 leather you can make 3 coats or sell them for 60 and buy 4 coats.
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 14, 2018, 07:28:20 AM
have not checked it.i should build schools.having laborers at such a young age messes with my housing count.it is functioning with 0 education, though it would be smoother with schools. how or can i get leather from deer? the tower hunter gives leather hit and miss,sometimes deerhides.the only other leather i have is process the cowhides.
Title: Re: STUPER TEST: Swedes
Post by: Nilla on March 14, 2018, 09:17:42 AM
That´s the only way to make leather in the North. But you can also use the deer hides for clothing. Of cause I don´t know how the other mods work here.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 14, 2018, 10:52:10 AM
whats going on with your mini townhall window ?
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 14, 2018, 11:03:22 AM
the mini mod is 1.06. those extra #'s are the new limit flags.
Title: Re: STUPER TEST: Swedes
Post by: RedKetchup on March 14, 2018, 11:22:37 AM
Quote from: brads3 on March 14, 2018, 11:03:22 AM
the mini mod is 1.06. those extra #'s are the new limit flags.

oh ok ! still lucky it doesnt crash your game when you click on it ^^
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 15, 2018, 07:56:19 AM
YEAR 31-32

       to help our food reserve,a greenhouse and fisherman are added to the fort and another field is cleared.the builders are busy digging a tunnel thru the mine mountain.

       a group of 23 nomads arrive.a 2nd barracks is needed for temporary housing.some will work the fodder meadow and begin work on a stables.most head across the river to work the forests.yes these nomads will hurt the food count,but the payoff in the long run is worth it.an FO forest is started with a nordic gatherer and hunting hut.then a mixed CC orchard forest will be worked.it will supply grapes,cherry,and chesnuts.a pile,IRR barn,and  cabins are added to both forests.an old hunter cabin is built to hunt the mixed forest.a pine trapper and mini wood cutter are build with the mixed forest.
     the fodder stables and well to the south should supply fertilizer as soon as there is fodder.the laborers helped clear some trees in the meadow.

pic 1: 2nd barracks,
pic 2: FO forest with nordic gather and hunter,
pic 3: construction of mixed CC orchard forest with RK's old hunter cabin.
pic 4: fodder stables and well
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 16, 2018, 05:48:05 AM
YEAR 33

      after taking a large group of nomads,i need a to regroup and check some progress.there are 3 couples with several children still in the barracks.there are 2 houses already being built.food production was 3000 less than used but that includes stocking the new houses.2 gatherers and 2 hunters should bring it close to break even.i did have a drop in tool production since there wasn't enough iron ore.i also check inventory and adjust the trading posts.
     these extra young laborers screw up my math. normally i could build a house for every 2 workers. that doesn't work witgh the young generation as they won't move out.the math shows 15 houses,but i count 4 plus the 3 for the barrack families.
     1 house will expand the fields going north and 2 more will add to the mining village.a tiny mine and RH blacksmith will make more tools.then i will see how well the food is. i'd like to add a furrier tailor to make pelt coats.

    a merchant brings rice along with stone tools and food.a rice paddy can be used to supply more food to the fort.

     i do have 2 things to point out.there is a texture change to the log cabins.they went from a brown to a more grayish look.this may be solved by mod order.deer hunters bring in deer hides not leather.i tried RED's hunter cabin and got the same results.this will make acquiring leather very challenging.the only leather is by processing cowhides or the tower hunters.totally different than i am used to.there is room in the fort for EB's leather chain to make saddles,if i can get the leather count high enough.
   
      ok,now i have a situation. the greenhouses require glass.this town is not ready to produce it.this changes my strategy. glad i took the rice to help feed the fort since the greenhouses will have to wait.the precious mine switches from silver to gold,to give another trade good.a 2nd musket range is set up since other fort workplaces don't function.this will give ale and pipe tobacco to trade.then, i will try to build the nordic trade post. a worker starts to make wheelbarrows and another digs clay.
    our food output increased for the year.our tools and clothing improved with some trades.

pic 1:log cabin grayish texture
pic 2: miner's blacksmith fed by the tiny mine
pic 3: rice paddy to help feed fort
pic 4: doubled the musket range
pic 5 nordic trading dock
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 17, 2018, 08:25:50 AM
YEAR 34

       to improve the fishing,a fish pier on either side of the fort will be built.until now, they were quick fishermen. the pier does give a little more fish.
      i can't say if lack of education is hurting or not.many of the buildings are from the north or untested CC sets.there are climate differences as well.the pasture produces less but also has less cows with the NORTH mod.crops are close to 500 each here. with CC,there would be fields at 700,a 200 safety.that is gone.orchards are half what they would be.the tool shortage was caused by lack of iron ore.the mines produce iron.the fort blacksmith switched to stone tools and the mine bs produces steel tools.i do think the tower hunters would produce more if they were educated.
     i add more houses and storage.another field is plowed and a fur tailor is built.this will make pelt coats.

pic 1: fur tailor
pic 2 trader storage
Title: Re: STUPER TEST: Swedes
Post by: brads3 on March 18, 2018, 08:52:12 AM


       how far do i want to run this map? there is tons not tested. i do know several changes have to be made to the mod order and tests ran.some things the order should fix.others i am sure will be a give and take more so.
       the pine and nat div mods function but are not in sync with the map.by itself the pine gatherer works as it should.the CC and north gatherer has issues.they wait til june to start collecting foods.they also don't collect the pine or ND items.though both mods are higher in mod order,they have a conflict.since the NORTH mod has locks,i am concerned it will cause conflicts even if pushed lower.
       there is much to the NORTH mod i do like.the rustic buildings is 1.assuming the bannies eat the same amount of food,i actually like the challenges of the climate changes.the mild here plays tougher than a normal fair.the animals require more pasture space per animal.the crops and orchards produce less but i do think it is realistic.it makes the game more challenging but not overly difficult. i do wish the mod didn't override all deer hunters. i do wish there were more ways to have leather. i also wish the north trapper was overrode by the pine mod. the pine trapper will collect different items such as game and eggs.the gathering system coded into the pine mod is less destructive.it affects not only the gatherers and laborers but also foresters. due to conflicts with the north mod,the pine gathering ability is having a negative afffect.even the gatherers are collecting less amounts.iron bloom is unique to the north mod.the game won't consider bloom and ore as the same item.in order for the bloom to work,the north has to be the map base start mod.i have the CC terrain above this mod to give the larger map size.
      the trade system that TOM designed is also unique to the NORTH.not all items cost the same all the time.you get seeds that are cheaper once in a while. the merchants pay different amounts for items.this brings a nice change. i did plan to highlight this once i had more trading built up.
      RED's CHOICE is more challenging.though i haven't used many of the buildings,i can see the build requirements have been changed.the fodder hut grows fodder that is textured fodder but is collected as thatch.the stable uses thatch.this is due to the ND mod being above it.it works nicely this way with doffer and thatch being usesd the same.the conflicts with the my precious ores and rough gems might be solvable with mod order.the trade post fatal error most likely a conflict with the north mod.not major since there are plenty of modded trading posts.the biggest issue i had with the CHOICE was trying to get a start map that didn't have the dark texture.it was a strange conflict that mod oder didn't seem to help.i do know TOM and RED compared notes to try and solve this.i do prefer the grass texture of the valley over the CC verdant plains grass.
    the CC mods have not brought feathers.grouse have been hunted with no bonemeal or feathers collected.the fort parts have some issues that need more testing. i am not convinced the mod order will solve these.
     
       in a perfect world,the map would add all buildings from all mods.if this means there are 2 townhalls and 2 schools,etc,that is good and gives players extra options.the base map would have the extra large map options.a mix of meadows and forests with bloom,copper,gold,and silver ores.there would be wild animals and grouse and RED's grass texture.i know,i know. i can already hear the modders saying "that trick never works" ,like rocky the squirrel telling bulwinkle.LOL
     without the CC terrain,the NORTH won't allow meadows nor the super large map.putting the RK above the NORTH with the ND enabled,stops the copper ore and wild animals. the deer are reindeer and give deerhides still.are there other errors that will cause crashes?..so there is give and take either way.
       i upgraded the CHOICE and KID's animal barn mod.in testing with the north off,my precious above RK CHOICE functions normal.the fort workcamp and forward post work the same as before.will report to CC's team.i found the trading post fatal error was caused by a 1.06 mod.