World of Banished

Conversations => General Discussion => Topic started by: MarkAnthony on February 12, 2022, 08:04:33 PM

Title: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 08:04:33 PM

Hey everyone, I hope you are all well. I've been playing Banished again for about two weeks now and lurking here now and again. I see Kid and Red and Brad is still here too and Abandoned.

So I finally managed to get a much newer computer so I'm giving Banished a try again. I love that I could load RKEC full or CC and of course a healthy selection (40+) of @Discrepancy  and @kid1293 's mods and play with all settings maxed out (shadows, reflections etc.) and play on huge or very large maps and still load into game in under a minute! Vanilla Banished loads instantly but takes me slightly longer than a minute with the other stuff. It's so much nicer with shadows and reflections on everything! And who knew how much nicer those very large (CC)/huge maps are! I didn't because I could never load them before. Haha


Anyways I just got off work and I got tomorrow off so I am starting a new map tonight. I'm posting tonight because I got a question for @kid1293 - I'm giving Colonial Charter 1.76 a try now since I never used it in the years past. I like it, it's different. My question to you @kid1293  is the last game I tried with CC and some of your mods mixed in with Discrepancy's is I had your Tree Replacer mod loaded after CC 1.76. Nothing was wrong but I don't know if I am seeing the results of your Tree Replacer or not. Apparently CC 1.76 has their own version of new trees too - so I don't know if I am seeing CC's trees or yours.


Do I need to load your Tree Replacer before CC or does it not matter?


Thanks and have a good evening.... morning for you I suppose @kid1293   LOL
Title: Re: Hey everyone! Just saying "Hi"
Post by: kid1293 on February 12, 2022, 08:37:05 PM
Hi @MarkAnthony

You should put my trees before CC if you want to see them on the map.
I am not familiar with CC, but... Since they have changed everything else - why not the trees?

Glad to see you here again. We have had a really low time with just a few of the 'oldies'.
I have been on a break since I don't know when. I am only here to answer questions and
squash bugs. I am not playing Banished right now, but @Abandoned reminds me now and then ;D

Well, it is Good Night to you then ;)
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 08:40:59 PM
Thanks @kid1293


I'm trying it with your Tree Replacer above CC but I don't know if I am seeing anything just yet. Just loading the map doesn't seem to indicate anything that I can tell so far. Perhaps I will notice things more after the "seasons" come and pass.


Thanks for the quick reply.
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 08:45:13 PM
Oh! And one more thing - just a quick refresher please.  I forgot - can the traders reach a trading post built on a stream? I'm not referring to the fat rivers, or the really thin, almost dry creeks but the streams with noticeable water in them.
Title: Re: Hey everyone! Just saying "Hi"
Post by: kid1293 on February 12, 2022, 08:46:02 PM
Hi.
To tell you the truth. If the CC team has changed certain things in the code,
I think they will supersede my replacer. I am not sure about the priorities in the code.

Do you have snow? ;D ;D ;D
Title: Re: Hey everyone! Just saying "Hi"
Post by: kid1293 on February 12, 2022, 08:47:34 PM
Yes, the trader should go there, but sometimes he will take 'alternative' routes to get there.
It happens that he goes back and forth and misses it altogether. Give it a try.
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 08:50:12 PM
Quote from: kid1293 on February 12, 2022, 08:46:02 PM
Hi.
To tell you the truth. If the CC team has changed certain things in the code,
I think they will supersede my replacer. I am not sure about the priorities in the code.

Do you have snow? ;D ;D ;D
LOL yeah CC still allows us to have snow if we pick that climate option. Hehe I like the snow personally.
Title: Re: Hey everyone! Just saying "Hi"
Post by: kid1293 on February 12, 2022, 08:51:42 PM
I meant snow in Arizona ;D
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 09:00:01 PM
Nah, I wish! I'm a born and raised in southern California (sunshine, palm trees, beaches and earthquakes) and been in Arizona (crappy desert) since '97. I hate, hate, hate the heat! I never had snow or got to play in it as a kid or even as an adult. The only time I got to experience snow was when I would fly back east to Chicago Illinois to visit family back in the day. I'd visit them during the winter and cold on purpose just to be in the snow! I love it! Makes even the crappiest looking areas seem decent and pretty!


I'd love to move to a cold climate area with snow and SEASONS - I never got to experience seasons in Southern California or Arizona. I'd like to see an actual AUTUMN color change of the leaves, leaves falling to the ground etc. All I get is dirt, rock, gravel, cactus, and palm trees and asphalt everywhere! - bleh!


Stay in Sweden, or anywhere in Europe - don't ever come to Arizona  :P
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 12, 2022, 09:02:25 PM
I mean don't get me wrong, there is snow in Arizona and California you just have to go up north for it and well... that's a long walk for me ROFL!  Talking like several hours away by vehicle.
Title: Re: Hey everyone! Just saying "Hi"
Post by: kid1293 on February 12, 2022, 09:04:13 PM
 ;D Don't worry. I stay away. I don't like the heat either.

Yes, the seasons are cool! :)

Talk later :)
Title: Re: Hey everyone! Just saying "Hi"
Post by: brads3 on February 13, 2022, 08:19:58 AM
hi, MARK. not sure if the tree replacer will work but you should try it with a generic start and medium setting. CC has many starts that will bring its own trees. i'd load the game with the replacer only to get a feel for how it should look before  loading with the CC.

if you are going colonial, you will want to check out KID's new housing mods. we have some nice shop houses for colonial towns now.

did you gain a lot of power with the new computer? i made some changes to my order a few months back that is working decently. have the RK , LITE version, with an older CC, to save memory. i tweaked RED's fodder by adding KID's wildlife starts and forest outpost nat div above it. this way houses use thatch as fuel, flowers collect as thatch, and the grass does continue to grow without the die off. maps still have all the wild animals from the RK. then you can use the CC below the RK and have  way more options.

i think it looks a lot better as the flowers from KID's mods are smaller, plus KID altered the growth phases.
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 04:11:44 PM
Yes @brads3 I did gain more computing power. My system now has a dedicated 6gb video card now whereas my older system had an integrated card. I also have an SSD drive now, never had one before so that made a huge improvement and I now have 64gb of memory installed upgradeable to 128gb whereas my older system only had 8gb of memory.


Good to see you are still hanging around here. Talk again soon.
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 05:08:28 PM
And just so you don't feel left out @brads3 I got a question for you too!   :P


You said you play with RKEC and CC combined, with RKEC on top and @kid1293 s stuff above all that. My question to you is about the RKEC/CC combo. By having RKEC above CC, what did you lose from CC? Did you lose any functionality, features, resources, items, building services etc, or anything else that you are aware of? Did you lose CC's terrains and climates and start conditions? I am thinking YES on the terrains/climates/starts - but I'll ask to be sure.


And just as important as to what you may have lost from CC, are there any conflicts caused by the different flags used by traders, markets, and storage areas, stockpiles etc?


I recall when I was mixing RKEC with DS and Kid's stuff I had issues with charcoal and/or coal and linen etc. They may have had same names in game for those items but they would not be used/recognized by other places. I forget the exact problem or details but here is an example just to explain my issue: I would create charcoal with DS' buildings but Red's buildings/storage areas would not use or recognize it. Same with Kid's linens I think. If I made linen with his mods I had to use his mods to process it.


And then there is the whole FLAX/THATCH headache....  :'(

EDIT: Oh I kind of remember one of the details now - I would create coal or charcoal with DS' mods but Red's blacksmiths would not use any of it and it kept telling me it was out of materials. <-- Are there any problems like this between RKEC and CC?
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 05:54:07 PM
Second question for you@brads3


You said you placed Kid's Forest Outpost NatDiv version above RKEC. So does that mean you are also using New Flora and NatDiv mods as well?


So what then was your exact order for these mods?


NatDiv
NewFlora
Wildlife Starts
Forest Outpost NatDiv
   (Tree Replacer)
RKEC
CC


Something like that?


What about the FlaxPatch?
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 07:57:44 PM
Okay, from just starting the game with RKEC above CC Journey 1.76 I see that it uses Red's terrains, CC's Very Large Map, and CC's Climate choices and Red's starting conditions (animals/grasses etc.)


But I am still interested in what may have been lost from CC having it below RKEC and if there are any conflicts that you know of.
Title: Re: Hey everyone! Just saying "Hi"
Post by: brads3 on February 13, 2022, 08:51:46 PM
since i don't have the fancy computer, i have to dumb things down to save memory. in my case i am using an RKEC LITE and CC NF,older version. i did re-add several of RED's houses, but still uses less memory than the RKEC. yes, i do lose the start settings from CC, but i seldom used them anyhow. i did have some conflicts but mainly cause i'm using the older pre 1.07 CC version. just added the compatability 1.07 mod to bridge those.

yes,there are going to be some issues like flax. that we always have. i do have the DS IND mod loaded with this set up. i prefer to not make charcoal with the DS piles. they do require more work than a building.

[Misc]
Description=2022 feb ||RKEC Lite--DS IND-CC NF w/ccompatab |||3.7 GB 160 mods 90% memory
[Profile]
RittenhouseMillVanillized=1
RKECtownhall=1
WheelbarrowBigger=1
HorseWagen=1
FeatherPatch=1
MaritimesPineSetEggFix=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
Radius=1
overrideUneducated=1
ProperTime=1
overrideRuralClothes=1
banishedUImaps=1
unlimited=1
OneStopAllMining=1
SafetyHole=1
Forgetaboutorchard=1
MoreWood=1
MoreStone=1
NewPineFlora=1
MaritimesCrystalCliffs=1
MaritimesPineSet=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
WildlifeStarts=1
CloseToTheEdge=1
RKBisonLivestock=1
RKPigsLivestock=1
ChooChoo=1
Compatibility107=1
RKEditorChoiceEdition=1
BlacksmithTools=1
MiniBuildings=1
DSBridgeCrossing=1
DSFuelMarket=1
FruitVegBarn=1
GatherersWarehouseAndBarn=1
DSIndustryMining=1
DSStythTower=1
DSThompsonTradeMerchants=1
CCDocks=1
CCFrontier=1
ColonialCharterNF=1
GrowRoots=1
MarbleQuarry=1
CCOrchardForesters=1
Terraform=1
EBSVProduction=1
EBMaterialsStore=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
EBSVDecoResort=1
EBDecoFountains=1
EBFarmstand=1
EBSVFoundry=1
EBSVWorkShop=1
EBMarkets=1
EBSVRockQuarry=1
EBSmallStorage=1
EBStorageSet=1
EBIrrigationDecoAddon=1
EBIrrigationNatural=1
EBStatueTrapper=1
EBMonumentFF=1
EBStatueLiberty=1
EBWinery=1
BirchBarkCanoe=1
ChopChop=1
ColonialHousing=1
DecoPlants=1
ForestCombo=1
marketpuzzle=1
WashingMod=1
KidAnimalShedPlus=1
KidAnimalShedSA=1
KidBakeryGarden=1
KidBedBreakfast=1
KidColonialCityCenter=1
KidColonialResource=1
KidDecoFarmAnimals=1
KidFarmyard=1
KidFruitNut=1
KidForestPonds=1
KidGhostTown=1
KidGhostTownHouses=1
KidGothicFantasy=1
KidGHLightHouse=1
KidGrannyPark=1
KidLogDepot=1
KidMarketFood=1
KidNativeVillage=1
NomadSignComplete=1
KidPlimothPlantation=1
KidPlimothHarmonized=1
KidPortableMineRKEC=1
KidRailway=1
KidRowBusiness=1
KidSettlersDeco=1
KidSomeBoats=1
KidStagecoach=1
KidStorageCarts=1
KidStorageCrates=1
KidTinyDowntown=1
KidTinySeparate=1
KidTravelingTrader=1
KidVegetableGarden=1
KidWindSawmill=1
KidWoodenFort=1
KidWorkshop=1
KidWorkPlaceVillage=1
KidWildWest=1
KidYardCover=1
BostonHouse=1
BostonHouse2=1
CityRoads=1
college=1
CountryLittleHouse=1
CountryLittleHouse2=1
Ketchup=1
PlymouthHouse=1
TrainingCampDeco=1
TrainingCampMain=1
RKWoodBakery=1
MaritimesRiffle=1
MaritimesSherbrooke=1
MaritimesStorage=1
NECEmptySquare=1
BradsSmokingShed=1
FlyFishing=1
Hunting=1
Infirmary=1
LoftStorehouse=1
nordichouses=1
NordicHuntingCabin=1
NordicLogCabin=1
NordicSchool=1
NordicSauna=1
NordicWarehouse=1
RedCottage=1
TjurkoMill=1
TurfHouse=1
TurfStorehouse=1
VikingLonghouse=1
fountainlite=1
GrassyRoads=1
NewEngland=1
NewTrees=1
SJGL_Small_Markets=1
SmallTipi=1
SpecializedStorage=1
StorageShed=1
UnblockableDebug=1

Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 08:53:00 PM
Now I am just asking your opinion @brads3 why is it you have both RKEC and CC installed together? From what I can see from a quick looksee is that there is a lot of overlap between the two major mods. They both have various methods for producing food and preserving food; they both have various ways to collect resources and they both have more advanced production chains; they both have dock sets and buildings for the docks; they both have their styles of road textures.


The only major differences that I can see and that I know of is:
  RKEC - has a canal system
  RKEC - has a more advanced and selection of multi-level housing and places of business
  RKEC - is better balanced in terms of trade and production numbers etc.


  CC - has specialized trading posts. The only trading post I found in RKEC was in the NMT Docks toolbar




So other than those differences above that I mentioned it really seems that if you play one, you don't really need the other. Mostly the real difference is just visual aesthetics and balance.  /shrugs shoulders
Title: Re: Hey everyone! Just saying "Hi"
Post by: MarkAnthony on February 13, 2022, 09:32:17 PM
Okay, so based off your list of mods you just listed, you are NOT using NatDiv and NewFlora and for that matter not even ForestOutpostNatDiv like you said up above. So I will go ahead and remove those as well I suppose. I want my thatch to work as you described above - so I will match what you do.


ROFL, I was like you before, especially when I first joined here; I played with hundreds of mods installed! Haha  :D  Now I am down to 17-52 at most now. My current map I am trying to set up like yours is the RKEC+CC combo and I have 52 installed and if I remove those 3 above then it will be 49.


Isn't that SeasonFX mod killing your system? I would think so, no?


You do have some mods I haven't seen before or heard of. Care to tell me about them and share any of them?



RittenhouseMillVanillized
HorseWagen
SafetyHole
MyPrecious
WoodButcher
CloseToTheEdge
BlacksmithTools
MarbleQuarry
Terraform
BirchBarkCanoe
KidTinySeparate
BostonHouse
BostonHouse2
BradsSmokingShed
TurfStorehouse
VikingLonghouse
fountainlite
GrassyRoads
NewEngland
NewTrees
SpecializedStorage
StorageShed
UnblockableDebug


The mods I bolded above sound very interesting.


I have a terraform tool included with CCTerrainTools but CC itself only has the ground flatteners so if I include the CC Terrain Tools with CC then I get the Terraform tool but then I have duplicates of both ground flatteners. So I am hoping your copy of Terraform is just the Terraform part itself without the ground flatteners. What is CloseToTheEdge?! That peaks my curiosity! 


At the very least I hope you are willing to share the ones I bolded.


Thanks Brad
Title: Re: Hey everyone! Just saying "Hi"
Post by: brads3 on February 13, 2022, 10:08:55 PM
i like the meat processors of the RK. there are more wild animals. the chains function better for the RK. wiith using the older CC, i use lumber but not the more complictated chains thart CC used in the  CC J.

i'm using KID's forest outpot ND version. this mod enables the houses to burn thatch as firewood without it being bundled. just a way to use some of the extra thatch. then later on i build animal pens that do need to be fed thatch.

SeasonFX does very little. the only thing it does is gives the crop fields a nice plowed look. otherwise the Pine mod obsoletes it. closer to the edge- KID mod to build pastures into streams and lakes.doesn't go out a lot of squares but is handy with a croooked stream too. you do have to manually build fences for these. but thety are realistic in that farmers did make them that way.
terraform- CC mod. gives more options for digging out ground or raising it. the Boston houses are RED's that i did add back to the LITE version. they are colorful and handy for cities. the smoke shed is 1 TOM made to smoke fish or venison. the New England is Pilgim's mod with houses.it is included in the CC J.

there are some odd effects with the DS IND loaded. it does have a happiness effect but you can't see it with the star icons.  you can't get churches crowded. workers will go on strike. it also has some effect on production outputs. seems to slow down wood cutters and blacksmiths. not all of them, but i do have to keep an eye on them more.

this mod order does have some flexability. you could replace the pine mod and use the CC starts or KID's tree replacer.