Author Topic: Tanypredator - Wild grouses  (Read 2214 times)

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Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #15 on: March 17, 2018, 04:02:13 AM »
Flax+down! Great!

I wish there was a way to make wild flax more compatible. It is the numbers that is the problem?
More compatible with what?

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #16 on: March 17, 2018, 04:18:19 AM »
 :D With flax...

No, maybe a stupid notion but I would like to have only one flax in game.
Don't misunderstand me, I love New Flora and use it all the time. :)

Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #17 on: March 17, 2018, 04:31:30 AM »
:D With flax...

No, maybe a stupid notion but I would like to have only one flax in game.
Don't misunderstand me, I love New Flora and use it all the time. :)

Well, yes, numbers. Wild plants should have other yield than field crops, or I could not find a way to settle them.

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #18 on: March 17, 2018, 04:38:36 AM »
Stupid me, I understand your problem. It is not solvable.

I would have put flax as

   int _lowCreateCount = 2;
   int _highCreateCount = 2;

   int _weight = 1;
   int _createChance = 1;

Do you need education in 5 years to gather flax?
This way the forest gives half as much. Maybe possible to increase spawn rate.
And crop gives double. No surprise here. Cultured flax is more efficient.

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #19 on: March 17, 2018, 04:42:34 AM »
If you want to stay compatible with CC you get problems in the forest.
You would have to increase spawn times 3-4 and it will be beautiful blue fields :)
but maybe not anything else  :D

Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #20 on: March 17, 2018, 04:55:12 AM »
I would have put flax as

   int _lowCreateCount = 2;
   int _highCreateCount = 2;

   int _weight = 1;
   int _createChance = 1;
Thanks, I'll try this.

If you want to stay compatible with CC you get problems in the forest.
You would have to increase spawn times 3-4 and it will be beautiful blue fields :)
but maybe not anything else  :D

I don't think that such compatibility is needed or possible. CC has so many new resources, and they've got all my sources which they can modify as needed and include into MM.

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #21 on: March 17, 2018, 04:59:17 AM »
I am maybe thinking too much but one nice solution would be
to rename your flax to 'wild flax' and skip cultured flax.
It would be much more in style with New Flora. And much more you.

Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #22 on: March 17, 2018, 05:09:21 AM »
I am maybe thinking too much but one nice solution would be
to rename your flax to 'wild flax' and skip cultured flax.
It would be much more in style with New Flora. And much more you.

You mean to remove it at all? I like it, since I've never actually used cultured flax :) But I'm afraid that I'll have to keep a version with it for those who use it.

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #23 on: March 17, 2018, 05:17:30 AM »
Keep a link to old version!

I must confess I have never bought flax seeds. I like it in the forest.
Wild oats - wild flax...

One more ( I have to go)
Why not make some new mushrooms models and add to New Flora?
Bartender haven't been visible for a while.

:)

Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #24 on: March 17, 2018, 05:21:15 AM »
Yes, that is another thing to do.

I just like NatDiv grass and herbs very much.

Offline kid1293

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Re: Tanypredator - Wild grouses
« Reply #25 on: March 17, 2018, 05:50:37 AM »
Back from lunch.

I like NatDiv grass, but it sometimes conquer out trees. Not so good.
Grass doesn't spawn trees...

A small tip. If you make it 'Wild Flax' - make the rawmaterial Wild Flax too, not Linen.
Let the weaver do the necessary work to make clothes.
I know about longer production chains but I don't like them very much.

I am fully prepared to change all places I have used flax to anything you come up with.
Not a big deal if we get a really good New Flora!

:)
« Last Edit: March 17, 2018, 06:13:27 AM by kid1293 »

Offline RedKetchup

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Re: Tanypredator - Wild grouses
« Reply #26 on: March 17, 2018, 06:14:07 AM »
the problem with spawns....

you cannot ask trees to spawn grass and then ask grass to spawn trees.
the toolkit get stuck in a vicious wheel till it hit 10 times. then the toolkit end right there the resource file whatever it still has things to do :S
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Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #27 on: March 19, 2018, 07:30:04 AM »
Here is a first version of grouses with feathers. I don't think that I should add new clothes, so leather+down give warm clothes. Probably I have to rework models and to add a new line in a hunter production (or 2 lines, because they pick up something wrong sometimes).

Offline brads3

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Re: Tanypredator - Wild grouses
« Reply #28 on: March 19, 2018, 08:12:32 AM »
if the feathers are interchangable with CC,players can use them to make survival coats with the dock reeds.Tandy you do a lot of good work.i do wish this comp would let me see more of your pics.

Offline tanypredator

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Re: Tanypredator - Wild grouses
« Reply #29 on: March 19, 2018, 08:20:39 AM »
if the feathers are interchangable with CC,players can use them to make survival coats with the dock reeds.Tandy you do a lot of good work.i do wish this comp would let me see more of your pics.

If there are "feathers" in CC, they won't be compatible, since I have "down" (that was mistake in my previous comment, sorry). Anyway this mod is probably not compatible with CC at all because they both change start conditions.