Banished Ventures

Add tanning to fur

  • This topic has 9 replies, 3 voices, and was last updated 4 years ago by Jase.
Viewing 10 posts - 1 through 10 (of 10 total)
  • 10 Posts - 187 Views
  • #5601
    nnp
    Participant

    At first. I am not good at English. So I use translation software. Look out for strange sentences.

    I love the “NORTH” mod. Recently I started playing “NORTH7”.
    This mod will be complicated and difficult. But I am dissatisfied with “Trappers Cabin” and “Fur”. “Fur Coat” seems to break the balance of the trading system very easily.
    I think the problem is that the production process of “Fur Coats” is easier than the production of other garments.

    My proposal adds a manufacturing process to “Fur” and “Fur Coat”. And adjustment by adding new materials and clothing.

    First, what you get with “Trappers Cabin” is “Wild Fur” (tentative name). Make it “Fur” by tanning it.
    The price of “Wild Fur” is 9-12, same as leather. “Fur” remains 15-20.

    “Wild Fur” allows you to make “Fur Muffler”. This leaves the advantage of making traditional “Fur Coat” clothing easier. And remain useful for trade.

    Classified as: Clothes
    Quality: Fair
    Produces by: Tailor Shop
    Create: 2 – 3 from 6 Wild furs
    Trade value: 42 – 56

    Same price as “Linen Tunic”. And unlike “Hunters Frock”, the price is higher than the production material.
    And the interest rate is lower than the current “Fur Coat”. However, due to the small number of man-hours, it will be a trade item when the population is low in the early stages.

    “Fur Coat” is made using “Fur”. It’s the same now with the addition of fur tanning.

    …… By the way.
    I would also like to add “Marten meat”. But we know that adding meat is a huge task, so we don’t demand that much. However, many players fail to make a “Trappers Cabin” in hopes of food and meat is not available.
    Adding meat to the marten makes it more useful and adjusts more.

    Thank you for reading.

    #5602
    Tom Sawyer
    Keymaster

    Hello and welcome!

    Thank you for your ideas about trapping. To connect it with tanning I had in mind as well, just sounds logical. But I did not yet for a couple of reasons. One was that it did not seem more fun to play with a kind of “raw fur” plus “tanned fur” and to have to think about trading away better the one or the other. And since trappers always work in a special cabin, it’s reasonable if they prepare furs right there as I think they really did. So I was not convinced and kept it simple with trappers making furs and tailors making coats from it.

    Fur coats for trading is a special thing, already with this short chain. It can break trading as you say, in both ways but it still works as a feature. These coats have a huge range from big loss with uneducated tailors and bad trading (selling to low price) up to very high profit with educated tailors and clever trading. That’s due the high value raw material * range of education * range of trade value. The nice effect is that making fur coats in early game is only useful for own needs and the actual trade good are furs while it changes in late game. An additional tanning step would make this range even wider.

    To add a bit meat from trapping or to diversify what trappers produce would be nice though. Maybe something rare or surprising like a bear skin. So they could sometimes win and not always die when facing a bear.

    That’s just my first thoughts to it. Doesn’t mean I will not add a tanning step or additional trapping items. :)

    #5603
    nnp
    Participant

    Thanks for the polite reply.
    I understand that it is the intended setting. Now that I don’t need fur tanning, I think it’s not bad to be able to focus on livestock tanning.

    Another idea is to triple the number and value of fur that makes a fur coat. (One fur coat out of 12 furs, and a price of 660) It is likely to be too expensive and difficult to use for trading. The production volume is reduced, and the value is too high to make it hard for the residents to wear. I think that can make it different from the complicated process of other garments. The fur treasure trade of fur coats may be more prominent.

    I think that the meat of marten should not be a staple food if added.
    Are there no wild boars in the wildlife? A lot of meat and cheap fur is caught, but the danger is great and devastates crops. It’s a nightmare.

    Here is another idea.

    Can you add a “survival shelter” to home building?
    NORTH does not have vanilla “Boarding House” and requires glass to build Tavern.
    I felt that I wanted a very simple house that could be made with one log for homeless measures in the beginning. I want to place it around the campfire.

    There is one more thing I want to add. It is peat.
    It may be difficult because it changes the game balance. I think it does not exist for that.
    NORTH needs more fuel, which I think is creating a harsh life and game balance. But I think this is a game that keeps picking up firewood.
    After all I want fuel other than firewood. In ancient times, northern countries would have made iron using peat.
    Is it too easy to get from the ground like clay? I want a system that can take a lot of peat for a long time.
    Instead, the growth of the tree may be slowed. If adjusted, I think that the wild trees need not spread a lot after 100 years.

    P.S.
    How is Tallow made?
    The lamp should have been made easily with NORTH6.
    There is no Tallow page update on the wiki and no building using tallow is written.

    And I don’t allow merchants to sell their seeds without the Chestnut being planted. He is a demon.

    #5605
    Tom Sawyer
    Keymaster

    The most simple home so far is the Goahti and it has this role of a first survival shelter but I think there can be an even more primitive one. The problem is that people can move in such a shelter with 2 parents and their whole patchwork family of up to 6 kids. So at some point it can become strange with too small homes.

    Peat is an idea since a long time but difficult to implement in a way that is reasonable and not breaking balance. The Modkit is limited and I could not come up with a good solution yet. If I find a nice way of gathering or digging peat in addition to clay, I will use it as building material and fuel.

    Tallow is made of animal fat in farmers workshops (those next to log cabins). Still have to work at the wiki pages. Since these workshops need glass, tallow is a midgame item used for mining and tunneling. But that’s ok at the moment because these uses are midgame anyway and you don’t need tallow earlier. In my current test version I added an option to the campfire to render some tallow from fat using a pot for a special purpose but thats in test stage. :)

    #5607
    nnp
    Participant

    That’s the problem of the smallest unit.

    I think that the need for fuel in the game is too high, as the various processes require firewood and charcoal. I’m hoping it will expand the range of play when peat is added.

    I was troubled with how to use the accumulated tallow, but it seems that tallow can be eaten, so it makes sense.
    Is there no beeswax? I think it is a necessary item for churches.

    The village has been in business for over 100 years, and merchants have finally brought glass to complete the glass factory.
    I thought that civilization was finally going on, and knew that the brick factory needed to import bricks. What a …
    I think bricks can be easily made.

    #5608
    Jase
    Participant

    I had the same problem with my game…i play the north about 30h now and i have no glass or bricks…
    My starting point was quite limited and I had a mountain behind me in which I wanted to make a tunnel, but I had no tallow bacause no glass, so I needed it pretty early…that was a bit annoying.
    Somehow almost everything needs glass now and you can only get it by trading.
    Maybe you can make a start where there is already glass in stock. Maybe the settlers have already brought this back from their old home or something.
    Or a small mod that simply changes the glass to be no longer needed for the glassworks.
    For those who like to play without early trading like me, that would be nice. And the same for bricks.
    Shaped bricks have been used since around 6000 BC. In the past, they were made from clay in a shallow area outside and then dried in the sun. Then they were burnt out with coal in a small oven or pit covered with clay. It would be nice to have a simple brick maker who works with the old technique. He could work quite slowly and you would need a lot of coal. Maybe you need iron fittings or wheelbarrows to build it so that you can’t build the brick maker right from the beginning. Then you could also increase the building costs of the “Big” brick maker buildung.
    I realy like the idea to make tallow at the campfire because tallow is made from melted animal fat and this is perfect for the campfire. Any hunter could do this in this time.
    I like the Goahti as the first survival shelter, but it’s weird that the Frame House has the same Energy efficiency as the Goahti. The Frame House needs a lot of stuff to build and then only 60% like a small surviving shelter? I realy realy love the look of the Frame House but i dont want to build it because of that. Maybe you could increase the energy efficiency also to 80% or at least 70% but reduce the maximum number of inhabitants to 4 for balancing.
    Couldn’t the peat be mined as easily as with the sand pit or with the clay as a finite resource in one place? You can simply turn peat into peat coal with the same technology as charcoal. So theoretically you could replace charcoal with peat coal to save firewood. Peat coal is almost identical to charcoal. Or you could simply let people heat additionally with the pure peat.
    I have often thought about reeds as a resource, that could grow on water and can be harvestable (maybe even later as a waterfront farm.) Reed is already used as a material in the north since 4000 BC and Reed could be used both as building material for the roofs (for the Frame House, Pit House, Toolshed, Trading Dock…) and as fuel for the houses. So it could be used as an early resource so you don’t have only firewood for heating. The Colonial Charter mod also has reeds in it and I love it.

    #5610
    Tom Sawyer
    Keymaster

    Beeswax is not a specific resource in this mod yet. It could be produced by beeyards but I did not really see a use for it since there is already tallow.

    Bricks are a nice resource to define the last stage in tech-tree of a northern theme in my opinion. They are typical for modern houses or industrial buildings and for developed towns of this region. At least, bricks are only part of such models here. Everything ancient or medieval is built of wood, stone and clay. In midgame also of a few glass panes which are meant to be imported first and to be produced later. To make glass production available in an older style, I started a medieval glassworks but then focused on other models.

    Reed, straw or thatch as a building material would be nice. Unfortunately the game doesn’t allow spawning/reseeding and also not harvesting in water or at lower terrain in general. That’s why we don’t have natural grown reeds in mods yet. Some tweaking in core game would make it possible. To have it as an imaginary resource also has some advantages like nice F-variants of houses with thatch plus wooden roofs and low costs / simple requirements for early buildings.

    #5611
    Jase
    Participant

    Okay, I can understand your thinking about the bricks. It was just an idea of mine.
    But a method of making glass without the trade would still be nice…

    Yes reed would be a really good resource. There’s a mod that adds reed near the water. Wouldn’t that work for the north too? http://worldofbanished.com/index.php?topic=1834.0
    The reed does not necessarily have to grow in the water, close to land would be enough. It would also improve the look of the map.
    You could then add a reed farm that needs to be built on the water. In order to build this one you would need the reed you have collected.

    #5612
    Tom Sawyer
    Keymaster

    Yes, I know this one. Jesta made a pretty perfect model of reeds there. The mod is not compatible because wild plants have to come in game by the map generator in main mod but I would like it to look like this. When I thought about reeds, I tended to let them grow in swampland as I have it somehow with bog iron and birches. Maybe in addition to some spots near water. The steep banks along rivers and lakes with rocky terrain are not suitable for reeds anyway. Not only because it doesn’t work but also because it would look wrong.

    #5614
    Jase
    Participant

    Good Idea, a swamp area would be nice and the reeds would fit there.

Viewing 10 posts - 1 through 10 (of 10 total)
  • You must be logged in to reply to this topic.