Natural Diversity


Variants are possible, of course! But we have a long list of things to do before we can think of variants [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" title=":P" width="20" />



I'm trying to maintain a consistent style for all buildings, so they are recognizable as belonging to the same chain/mod. Colonial-style variants might perhaps be included in another mod to add to the main one. A "NatDiv Colonial Style" that adds variants for some buildings.


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Sneak Peek 6b




As promised, here's an update on the berry bushes, as well as the reveal of a new wild resource as a little extra [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />. A while ago, we showed the first new berry bush variant, which was the Northern Highbush Blueberry. The second variant that will be added, is a slightly smaller species, the Black Huckleberry.




[img]<fileStore.core_Attachment>/monthly_2017_06/Bushes.png.79dd398a27bafb59630897257a4f2fab.png[/img]



To refresh the memory, or to create a new one if you haven't read the earlier post; these bushes drop berries on the ground, which can be harvested by the vanilla gatherer. The bushes themselves can be harvested for a small amount of firewood when in dire need.




Falling leaves




We concider the work on these bushes as somewhat of a test, before we start on their larger cousins in an overhaul of the trees. As part of this, I've played around with a longstanding wish of mine regarding the seasonal behaviour. In the vanilla situation, when the deciduous trees lose their leaves, these simply disappear. As you may observe in the video below, the leaves that fall from these bushes will stay on the ground at their base, and get snowed over as winter comes. They then disappear again when spring arrives and the bushes make new leaves.




https://webmshare.com/play/AdYxQ




Falling branches




[img]<fileStore.core_Attachment>/monthly_2017_06/Branches02.png.812efc7b3b75e2ab7e934219e038cb5e.png[/img]



Another addition that we did in preparation for when we head into the forest, are these branches that will occasionally spawn below the trees. The can be gathered manually for a small amount of firewood too, but will not have a specific gatherer associated with them. Our aim is to have these, together with the bushes, compensate for the smaller amount of trees on the map with our mod. At the same time, we do not want to make it too easy to build a supply of fuel, so these will not spawn very frequently. The balance we want to create is one where it's simply not worth it to have a worker permanently roaming the forests in search of firewood, but where sending some out to harvest in a time of need can just make the difference between surviving the winter cold or finding a frosty grave.




[img]<fileStore.core_Attachment>/monthly_2017_06/BranchesBig.png.5b66228825ea524c3e69abe78df7aef1.png[/img]

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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> While I haven't said much in this thread, I wanted to say that Natural Diversity has joined my list of mods that I won't play Banished without. I usually play on <abbr title="Colonial Charter">CC</abbr> Very Large maps which means there's a lot of forest. With a number of mods altering the default plant life, the forests are now a mass of colours. Some of them are subtle and some of them are obvious but the variety of plant life (particularly the trees) means that the forests look like a natural growth forest rather than the acres of "nothing but pine trees".




Now I know that there are many pine forests in the northern hemisphere and the game is set in a northern hemisphere environment but there are many varities of pine tree as well, so seeing the same type of pine over and over again gets a little dull after playing hundreds of hours like many of us have done. Now, when I zoom in to look more closely at a particular area, I have a great variety of shrubs and smaller plants thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/14007-tanypredator/&do=hovercard" data-mentionid="14007" href="<___base_url___>/index.php?/profile/14007-tanypredator/">@tanypredator</a>'s New Flora and your Natural Diversity. It's become a much more interesting environment when I spend time spying on... err, watching?... observing... my citizens going about their tasks. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />

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Thank you for the kind words <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/314-kevinthecynic/&do=hovercard" data-mentionid="314" href="<___base_url___>/index.php?/profile/314-kevinthecynic/">@KevinTheCynic</a> [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />! I hope that you will like the next version as much as the current one, or even more [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />
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Surely even more! [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
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No bias <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> lolololol

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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> with the work you and <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> have been doing for the next version of Natural Diversity, I have no doubt I am going to like it. [img]<fileStore.core_Emoticons>/emoticons/58462f70003fe_EmojisApplebyKawaiiDarkToxic553.png[/img]



In fact I can't wait for its release! [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />

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Quote:
4 hours ago, KevinTheCynic said:




In fact I can't wait for its release! [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



I'is very close [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />



 



Quote:
4 hours ago, QueryEverything said:




No bias <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> lolololol




Absolutely not! [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" title=":P" width="20" />

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Natural Diversity 1.1 Beta release (for Banished 1.0.7)




After months of work, several weeks of testing, some more days of adjusting things, and a few hours of wondering how we should start this sentence, our work has finally come to an end! <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> and <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> proudly present the Natural Diversity update 1.1 Beta. As it is a beta version, bugs will be likely to occur. If you encounter any, please kindly let us know in this thread or through a PM to either of us, preferably including screenshots. Sightings of real life bugs are unfortunately not of any relevance, and we would not appreciate receiving pictures of those.




The file can be downloaded here.




Below is a summary of the content of this update. A detailed explanation of each feature will be provided upon full release.




Thatch Production Chain




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="2613" href="<fileStore.core_Attachment>/monthly_2017_06/595269a28c5a1_NatDivchains.jpg.5e7e1b4029a181b04c60f80750135d15.jpg">[img]<fileStore.core_Attachment>/monthly_2017_06/595269a88ab86_NatDivchains.thumb.jpg.44477891fe4ee8887323d09e55ec0359.jpg[/img]</a>




The production of thatch is now a two step production chain, introducing four new materials and five completely new buildings. The old thatcher building has been removed from the mod. The reed farm and fish trap can be placed on small rivers, introducing a new utility for these.




 




Natural Resources




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="2614" href="<fileStore.core_Attachment>/monthly_2017_06/Reeds2.png.706283ca47dfc1d12809fec42a2474d1.png">[img]<fileStore.core_Attachment>/monthly_2017_06/Reeds2.thumb.png.dde8b77ba6f5d3e95eac50a3125136fd.png[/img]</a>[img]<fileStore.core_Attachment>/monthly_2017_06/Bushes.png.e80e19452ba685286f6d27071ce27adf.png[/img]



[img]<fileStore.core_Attachment>/monthly_2017_06/BranchesBig.png.168a70047727a9628a5add444168285d.png[/img]<a class="ipsAttachLink ipsAttachLink_image" data-fileid="2615" href="<fileStore.core_Attachment>/monthly_2017_06/Rocks.png.6a68e566e3070c0595c9ae77107cf594.png">[img]<fileStore.core_Attachment>/monthly_2017_06/Rocks.thumb.png.df83f243e1b0ad92ccd8d8ed3ff08826.png[/img]</a>




Two new resources are added into the game, Reeds and Branches. Reeds spawn on the waters edge and give reed bundles (<abbr title="Colonial Charter">CC</abbr> compatible), while branches occasionally fall from trees and give firewood. The Blueberries recieved an overhaul, now occurring as bushes that drop harvestable berries in summer. The bushes themselves give firewood when cut. Lastly, the rocks received new meshes and new textures, greatly increasing their diversity.




 




Rebellious Crops




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="2618" href="<fileStore.core_Attachment>/monthly_2017_06/RebelliousCrops.png.ab0e5f1bac9bf58d7ef21f23657c88cb.png">[img]<fileStore.core_Attachment>/monthly_2017_06/RebelliousCrops.thumb.png.88e0e3a177d38e68987c6ebccd643824.png[/img]</a>




All vanilla crops and orchard trees have a small chance of spawning seedlings outside their fields. This functionality was requested by <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/9529-queryeverything/&do=hovercard" data-mentionid="9529" href="<___base_url___>/index.php?/profile/9529-queryeverything/">@QueryEverything</a> and is based on the currently obsolete Pesky Produce mod by OwlChemist.




 




Aesthetics




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="2619" href="<fileStore.core_Attachment>/monthly_2017_06/Rocks2.png.0c24dc5749891a1b2f2735b4462ae111.png">[img]<fileStore.core_Attachment>/monthly_2017_06/Rocks2.thumb.png.79694a7f60fca84b501271a7d9f1048f.png[/img]</a>




Rocks have been added to the rivers, to give them a more natural look. These rocks are purely cosmetic; the cannot be harvested, nor will they block construction over the water.




 




Harvest wild foods & herbs Toolbar Buttons




Along with new toolbar buttons for the introduced buildings and resources, toolbar buttons have been added for the collection of wild foods and herbs.




 




Start Conditions




The vanilla start conditions have recieved a [NatDiv] prefix, to signify that these include the resources introduced in this mod. Furthermore, the easy condition has 100 Thatch added to the stockpile on start.




 




Updates to existing content




All natural resources included in version 1.0 have received a visual update. Parts of the models will sway in the wind, and the winter behaviour has been changed to provide a more accurate winter landscape.


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I was just thinking about starting a new town today. Awesome work. Can't to try it out.

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