Economy breaking structures in 1.7
#38


Hiya <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8733-buildhappy/&do=hovercard" data-mentionid="8733" href="<___base_url___>/index.php?/profile/8733-buildhappy/">@BuildHappy</a> I see that you have the NatDiversity mod as well, but I couldn't tell where is was in your mod load order, that's ok - we're moving it anyway.

I don't know if you use <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> New Flora mod, I can't see it listed, and that's ok - you don't need it, and the mod load order below can be altered, just ignore the reference to them, where you see the New Flora, leave it out, so it would then just be: "Flax Patch / Pine Set / Nat Div"




To get started, having the NatDiv mod and Necora's mods work together, to create a new start condition (will only happen on Vanilla starts, not [<abbr title="Colonial Charter">CC</abbr>] ones), you will need to have them work this way (this order was designed by Necora as he wrote his companion mods specifically to work in this order, read more here if you would like to):




Flax Patch  -         <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> - this allows all mods that currently use Flax to work together (<abbr title="Colonial Charter">CC</abbr>, New Flora & Maritimes)<br style="color:#aaaaaa;" />New Pine Flora  -  <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> - "This mod is a compatibility patch that will make sure all natural resources from both New Flora and the Pine Set are spawned by vanilla trees." <br style="color:#aaaaaa;" />New Flora  -           <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> - New Flora, adds new spawned items to the Vanilla trees; "At the moment it contains wild oats and flax" etc<br style="color:#aaaaaa;" />Pine Set  -              <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> - Pine Set<br style="color:#aaaaaa;" />Natural Diversity  -  <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> - Natural Diversity Mod




[img]<fileStore.core_Attachment>/monthly_2017_06/5951fba6dcc1d_20170525loadordernpstnfbnd.jpg.918b0ae780ec4ea7668b6177689afee1.jpg[/img]



Then load the remaining Maritimes / Pine Set mods in newest -> oldest order, I have it currently as the download listing here, I make sure that I sort the downloads in the sort order "Sort by recently updated".  http://blackliquidsoftware.com/index.php?/files/category/13-maritimes/




If what you have is working for you, leave it [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />  If you feel brave, you can change it to reflect the new updates that he released [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> but that's your call.  




For your other mods, I would then place them above/below <abbr title="Colonial Charter">CC</abbr> as needed.  
<abbr title="Colonial Charter">CC</abbr> Hot Crops, I would put above the New Pine Flora Flax Patch set, along with other game system changing mods.




Place the <abbr title="MegaMod">MM</abbr>/<abbr title="Colonial Charter">CC</abbr> mod collection near the bottom of the mod list, with only the those the specify 'below <abbr title="Colonial Charter">CC</abbr>' under them.

- Other players also put other mods in there, unrelated ones, like your Japanese inspired mods, sure - that's cool - they can go wherever you want them to, and where they don't affect other mods. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



I also use mods that were released by <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a> & <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5782-kid1293/&do=hovercard" data-mentionid="5782" href="<___base_url___>/index.php?/profile/5782-kid1293/">@kid1293</a> that make their mods compatible with the NatDiv mod, and they are over on WoB, their mods are also specific as to where they need to be listed, but I don't see you have them, so that's something for you to check.  




I have all my UI changing mods at the top, then my system changing (<abbr title="Colonial Charter">CC</abbr> Hot Crops, Seasons Change etc), then storage, then roads (faster roads) etc, then I have my  New Pine Flora Flax Patch set, then other modders (normally grouped by function, not modder - unless specified), then <abbr title="MegaMod">MM</abbr>/<abbr title="Colonial Charter">CC</abbr> collection, then randomness.  200+ & counting [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />  I have another 6 to add today!! Haha




I hope that helps, unfortunately, unless the modder has specified that their housing uses other Fuel resources, they will still only use Firewood.  

The trick I use is:  

1)  Right next to a wood stockpile I place a woodcutter or, usually 2 from Necora's Pine Set, and place a 1 tile Firewood Stock pile

2)  Using Kid's Market Puzzle, Firewood stand, place 1 market piece at each housing estate (the ones that use only Firewood), it hasn't been upgraded (I don't think, I need to double check, from memory it hasn't) to the new 1.0.7 Flags, so will primarily stock Firewood. 




So, that's it [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />  You've got it nearly all right, just a couple of tweaks, and it should be good.




You will notice though that the new load order won't come into effect until you start a new map - and only when you choose a non <abbr title="Colonial Charter">CC</abbr> condition (Easy, Medium, Hard). [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />

Otherwise you may see items (1 or the other), but you won't see them all together, and working together.  




 




 


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Messages In This Thread
Economy breaking structures in 1.7 - by Henslykg - 02-04-2017, 08:40 PM
Economy breaking structures in 1.7 - by stiles - 02-04-2017, 09:20 PM
Economy breaking structures in 1.7 - by Henslykg - 02-05-2017, 04:48 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 07:53 AM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 10:42 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 11:17 AM
Economy breaking structures in 1.7 - by Paeng - 02-05-2017, 01:28 PM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 04:22 PM
Economy breaking structures in 1.7 - by elemental - 06-19-2017, 06:01 PM
Economy breaking structures in 1.7 - by stiles - 06-20-2017, 04:26 PM
Economy breaking structures in 1.7 - by elemental - 06-21-2017, 07:51 PM
Economy breaking structures in 1.7 - by Ketchup - 06-22-2017, 02:32 AM
Economy breaking structures in 1.7 - by stiles - 06-23-2017, 01:54 PM
Economy breaking structures in 1.7 - by Ketchup - 06-23-2017, 02:10 PM
Economy breaking structures in 1.7 - by Ketchup - 06-25-2017, 05:46 AM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 12:29 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 08:25 PM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 09:17 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 10:01 PM
Economy breaking structures in 1.7 - by estherhb - 06-26-2017, 09:49 AM
Economy breaking structures in 1.7 - by stiles - 06-26-2017, 05:35 PM
Economy breaking structures in 1.7 - by QueryEverything - 06-27-2017, 12:28 AM
Economy breaking structures in 1.7 - by Freedom - 06-27-2017, 03:44 PM
Economy breaking structures in 1.7 - by stiles - 06-27-2017, 05:59 PM
Economy breaking structures in 1.7 - by Freedom - 06-28-2017, 07:31 AM
Economy breaking structures in 1.7 - by Ruhly - 07-01-2017, 07:07 PM