This is probably something that has been discussed before, but I am being currently frustrated by the game wanting to stick large lots on absolutely flat land. It is unreasonable.
Why should a farm plot be forbidden if there is a small hump in the ground? I assure you that it is not the case in real life. Farmers just run over it, and the hump remains complete with furrows and later, crops.
Similarly, laying down a quarry when there is a little lift in the middle should not be a stopper, but it is in the game. Quarries remove the overburden anyway, so what's a little hump among friends?
I am also not amused by the rather strict requirements for placing a mine. I suggest that Luke has never been to a real farm. Some real life experience might have helped him with his layout requirements. I live in a rural environment, grew up in one but spent most of my business career in cities. You can take the kid out of the farm, but you can't take the farm out of the kid.
Unless you are going for achievements, it sounds to me like you would really like the "Better Fields" mod. It takes care of all of this farm nonsense.
"Flatten Terrain" also is very useful, when you want to place a structure in a spot where it just won't quite fit.
Quote from: irrelevant on November 09, 2014, 04:05:52 PM
Unless you are going for achievements, it sounds to me like you would really like the "Better Fields" mod. It takes care of all of this farm nonsense.
"Flatten Terrain" also is very useful, when you want to place a structure in a spot where it just won't quite fit.
Generally, I've been running without mods. There is enough trouble getting this cute program to run on Ubuntu under wine without adding complications, but I may give those a try.
Can't really say the program runs. Even at 10x, it sort of crawls. I even tried setting the nice value to -19 and there was no change. Something is eating processor cycles and I suspect it is a wine problem with the multitasking. Generally, a four or five hour session might get you a village with 100 bannies in it.
EDIT: searched by those titles. Not found? What am I missing?
yep, better fields ( http://banishedinfo.com/mods/view/83-Better-Fields-v3 )
or flatten terrain ( http://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool )
will do the trick.
Quote from: A Nonny Moose on November 09, 2014, 04:38:12 PM
Can't really say the program runs. Even at 10x, it sort of crawls. I even tried setting the nice value to -19 and there was no change. Something is eating processor cycles and I suspect it is a wine problem with the multitasking. Generally, a four or five hour session might get you a village with 100 bannies in it.
hmmm.. I'm just running plain old win7 on a performance beast (cpu wise) but eventually it will go snail tempo too. might be a GPU issue though.
the more stone roads, bannies etc. it will drag along.
Here is better fields: http://banishedinfo.com/mods/view/83-Better-Fields-v3
Flatten Terrain: http://banishedinfo.com/mods/view/35-Flatten-Terrain-Tool
I've beeN ninja-edited! :D ;)
And Nonny, I may add that the two recommended mods are very compatible with everything... no need to worry :)
Guess the search didn't know about the hyphens. Thanks gents. Now, what does one do with a *.pkm file? Do they need to be processed further?
No, you just copy and paste it into C:\Program Files\Shining Rock Software\Banished\WinData.
Then when your game starts up you go into the "Mods" tab and enable it.
You'll also need to enable it in any game you wish to use it in.
Convenient, thanks.
Does it remain enabled once turned on across sessions?
Yes, for any given town. But a mod can be enabled for some towns and not for others.
Quote from: A Nonny Moose on November 10, 2014, 07:28:46 AM
Convenient, thanks.
Does it remain enabled once turned on across sessions?
It will remain enabled until you turn it off. Changing which mods are enabled requires a restart of the program (which it does automatically when you click the "yes" button). Each town also knows which mods you have enabled for that town. You can add mods after a town is started, but that is not infallible. Depending on the mods it could crash. I have added "flatten terrain" after a town is started and it did not crash the town.
Thanks.
I added flatten terrain to my current town successfully and used it to clear for one wooden house, which it did. However, the space remains marked. How long does it take for the marks to be removed so that the space can be used?
Use "Remove Structures"...
QuoteClick the tool, and then drag over an area of land. One of three things happens:
1) Over water: Terrain is raised, creating a landbridge. This will not interrupt the flow of water, and traders can pass through it.
2) Over hills/mountains: Terrain is lowered to ground-level. Can create steep cliffs.
3) Over obstacles (trees, rocks, etc): Ground will not be altered until all obstacles are cleared by your workers. As soon as the job is done, the terrain will flatten.
In all cases, the newly-flattened terrain can be used for building. Once this happens, you must delete the 'footprint' left behind. Use the 'Remove Buildings' tool and click anywhere on the footprint to remove it, leaving you with a fresh patch of flattened terrain.
Worth to note - you can also double-click ground squares one by one - this will flatten the ground immediately, good for small areas... the 'x' will still need to be deleted as described...
quite clear now. I was using the "cancel" tool. Thanks muchly.
There is a new sniplet in the Into the Wild story if anyone is reading it.
This pair of mods answers almost all my problems with Banished. Some neat effects have resulted, and I really appreciate them. The authors of these have made playing possible.
The flatten terrain one does look like it would be especially useful!
Quote from: Paeng on November 09, 2014, 08:09:18 PM
And Nonny, I may add that the two recommended mods are very compatible with everything... no need to worry :)
I am currently running CC Maple Harpoon and a mod to resize the Professions UI window. Is load order an issue when adding the
Better Fields and
Flatten mods?
Not that I've noticed. I've got them both setup with some cart mods for universal use and all are working fine.
Quote from: TheOtherRick on December 09, 2014, 09:11:44 PMIs load order an issue when adding the Better Fields and Flatten mods?
If you are running the latest version of CC:MH you don't really need the "Better Fields" any more.
The "Flatten" mod is not impacted by CC...