Banished Ventures

Brad’s SERIES-Duque

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  • #7237
    Brad
    Participant

    END

    this is a huge give and take. the CC J is 3 times as big as the CC NF.that is a lot of memory to give up going to the 1.07 version. the CC mod brings the tobacco chain including the dryer,the saltbox houses,different trade posts,different markets,a different sawmill and bakery,the hude colonial townhall,different churches,a variety of decorations,the weaver that does make linen from flax for the papermill, furniture joiner,cooper that makes crates for the pipe tobacco,and a few other buildings.so a little less than half the mod will work with the new limit flags.if i gave up the DS IND and thompson traders,i’d still be short on memory to replace the CC NF with the Journey.candle shop can be replaced with KID’s Gothic mod.the furniture shop and tobacco dryer are not replaceable without adding odd textured buildings compared to the colonial style.

    if you have a computer that can handle the memory needed ,then yes the CC Journey would work. in my case, i prefer to have that memory for many other mods.

    a few more tests solved these issues. it is 1 little tweak. stay tuned.
    ————————

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: graphs
    pic 5:overview of the south
    pic 6:overview of fort
    pic 7:overview of the east
    pic 8: end map

    Attachments:
    #7247
    Brad
    Participant

    WOW, huge gains. i overhauled some. the CC compatabiluity 1.07 mod did work for the RK and CC. items are interchangeable and many of the CC factories do work,did not test them all. at the same time, i loaded the RKEC LITE version to see what differences there were. the memory saved is about half a GB. even after loading back in several housing mods ,it is a big payoff.after adding other mods, the order is still smaller than before.

    i want to explain the mods in this order. the overall goal is to have a base mod order that can be used to play a variety of different maps without a lot of adjusting. the gaol has been to get the mod order stable so i don’t have to make major adjustments,but can swap a couple mods in and out and launch the next map. i rather not add mods mid-game so i like having them in the toolbox,mod order,just in case. of course this idea is limited by the amount of computer memory.using more than 90% memory causes longer load times and the game slows down.

    some of these mods are very critical about where they go in the mod order.not every mod is affected by start mods.for example modded mines are not unlimited,some work places will require education,some buildings will show smoke.

    some are older versions for various reasons

    note:i have a couple ideas for the next map but haven’t decided which way to go yet. did want to give you the mod order setup with the 3 major mods working.

    [Misc]
    Description=April|RKEC Lite–DS IND-CC NF w/ccompatab ||3.4 GB 129 mods 80% memory
    [Profile] PURPOSE
    RittenhouseMillVanillized=1 here to counter linen issues
    RKECtownhall=1 patches to avoid issues with TH’s
    WheelbarrowBigger=1 more carrying capacity for vendors and trade workers
    HorseWagen=1 changes wheel barrow to a horse and wagon
    stopcoalburn=1
    BlackLiquidRain=1 helps with graphics
    CCNoSmoke=1 helps with graphics
    Radius=1 changes circles to blue
    overrideUneducated=1 these 2 mods influence the bannies
    ProperTime=1
    banishedUImaps=1 map menu size options
    unlimited=1 these 3 alter vanilla mines,also prevent many deaths
    OneStopAllMining=1
    SafetyHole=1
    Forgetaboutorchard=1 allows orchards to produce sooner
    NewPineFlora=1 adds bees and affects wild flax
    LivestockForTrade=1 brings horses
    MaritimesCrystalCliffs=1 brings domestic animals to raise and trade,adds other building textures and workplaces
    MaritimesPineSet=1 adds trapping,as well as texturers and trade good options
    SeasonFX=1 gives fields a plowed look
    NewFloraEdit=1 will be removed,doesn’t help
    KidForestOutpostNatDiv=1 allows houses to burn thatch ,some buildings will require thatch as a build material
    MyPrecious=1 brings valuable minerals and processors
    WoodButcher=1
    KidGothicFarm=1 this adjusts honey for other workshops,brings a beekeeper garden/park,and jam shop
    KidWestwardHoWagons=1 makes the roaming biuson more wild looking
    CloseToTheEdge=1 allows pastures to be build closer to water
    Compatibility107=1 merges 1.06 and 1.07 mods so items are interchangeable
    RKEditorChoiceEdition=1 LITE version,saves memory,is the main base mod, no canals and less houses than the full RKEC
    BlacksmithTools=1 brings tool options
    MiniBuildings=1 brings small buildings that are handy at the map starts
    DSIndustryMining=1 huge list of factories and mines
    DSThompsonTradeMerchants=1
    GatherersWarehouseAndBarn=1
    DSFuelMarket=1
    DSBridgeCrossing=1
    FruitVegBarn=1 a larger capacity storage barn
    CCFrontier=1 Indian huts and teepee’s
    ColonialCharterNF=1 many colonial styled buildings
    CCOrchardForesters=1
    GrowRoots=1 needed for rootbeer by Kid’s colonial Pilgrim’s Rest tavern
    MarbleQuarry=1 high valued trade good
    Terraform=1 more level options
    EBSVProduction=1 combined with EB’s Leatherworks brings the leather chain
    EBMaterialsStore=1 a 1.07 option to store materials
    EBLeatherWorks=1 makes saddles
    EBFarmHouse=1
    EBFarmHouseA=1
    EBSVDecoResort=1
    EBWinery=1
    EBStorageSet=1
    EBSmallStorage=1
    EBSVFoundry=1 processes ores
    EBGlassWorks=1
    EBSVWorkShop=1
    KidPortableMineRKEC=1 mine that is less critical on placement.does not need a mountain
    KidWorkPlaceVillage=1 many small processors,fits well with the farmyards
    KidFarmyard=1 gardens that also help support farm areas with tools,clothing,and firewood
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1 several shop house mods
    KidWildWest=1
    KidGhostTown=1
    KidGhostTownHouses=1
    KidWorkshop=1
    KidBakeryGarden=1 greenhouses and mill and bakery
    KidGHLightHouse=1 functions as a house
    KidGothicFantasy=1 candle shop and stone textured buildings
    KidGrannyPark=1 handy fillers
    KidLogDepot=1
    KidWindSawmill=1 cuts lumber or firewood
    KidPlimothPlantation=1 rustic pioneer styled houses
    KidWoodenFort=1
    KidRowBusiness=1
    DungPile=1 stores fertilizer
    KidRailway=1 a train set
    NomadSignComplete=1
    KidVegetableGarden=1 veggy seeds, the veggies do need sorted into
    KidSomeBoats=1
    KidForestPonds=1
    ForestCombo=1 a small forester set
    marketpuzzle=1 market set
    BirchBarkCanoe=1
    KidTinySeparate=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1 these animals need fed
    KidNativeVillage=1 a full Indian set,brings tobacco gardens
    KidTinyDowntown=1 more shop houses
    Ketchup=1 factory
    RKWoodBakery=1
    ChooChoo=1 train set
    college=1 higher capactiy school
    PlymouthHouse=1
    BostonHouse=1 RED’s houses that i added back to the RKEC LITE
    CountryLittleHouse2=1
    BostonHouse2=1
    CountryLittleHouse=1
    WhiteHouse=1 a huge townhall
    OldHunterHut=1 hunter+house cabin
    TrainingCampMain=1 brings the hunter tower
    TrainingCampDeco=1 another fort wall set
    CityRoads=1 wide stone roads with sidewalks
    NordicLogCabin=1
    Infirmary=1
    TurfHouse=1
    TurfStorehouse=1
    VillageShop=1
    SmallTipi=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    UnblockableDebug=1 handy for testing new mods or to fix conflicts
    fountainlite=1 brings some castles and housing options
    GrassyRoads=1 brings different road textures as well as lawn grass or clear to block re-growth
    NewTrees=1 lilac,dogwoods,flowers,and trees
    StorageShed=1 a small shed
    CCDocks=1 some rustic buildings. a small rice winery and can grow reeds.
    SpecializedStorage=1 industrial market square
    SJGL_Small_Markets=1 set of specialized markets
    MaritimesRiffle=1 water textures and terrain mod
    MaritimesSherbrooke=1 Necora’s city building set
    MaritimesStorage=1
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