Banished Ventures

Crash DS Jetty and Bridges

  • This topic has 12 replies, 2 voices, and was last updated 3 years ago by Tom Sawyer.
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  • #6556
    Nilla
    Participant

    I had a crash when I clicked at the footprint from the DSJ&B glassmaker, see more in the story thread.

    #6558
    Tom Sawyer
    Keymaster

    Yes, this problem was reported some time ago. It is caused by a wrong building UI where one material slot is missing. If you don’t click the building site until it’s finished, you don’t get a crash because the UI is never shown. I was looking into his jetties mod and found many more issues. Nothing that crashes the game but inconsistencies. Same with DS townhouses and others. I want to rework my patch files to make DS content more balanced in the North, also in terms of building costs. I delayed it because it will make more sense when I introduce the timber chain, but also because other projects got in my way.

    It is good you test DS mods, I follow it for now and will work on it later. Please always below the North because on top it would not work at all and the results would not help for patching.

    #6560
    Nilla
    Participant

    I will try to keep my hands away from the footprints. The next crash was the footprint of the food merchants.

    And yes, the balancing isn´t adapted to the North. I will run the sites anyway and make notes about how I find the production numbers. Hope it´s for some use. I think it´s worth some effort because I find this is a nice mod that suits the Nordic theme pretty well. For example, it would make sense for the seafarer people to search for driftwood.

    #6568
    Tom Sawyer
    Keymaster

    It would indeed make sense. Turfhouses on Iceland were sometimes built using driftwood but it was for sure only improvising and not working for something else than simple dwellings. The driftwood collectors in DS jetties are way to strong and counter the seafarer idea.

    To adapt these complex mods as well working additions that support the North instead of being just more stuff to build is not simple. Same difficulty is with the fishing gear or the food-water for example, where it needs decisions how to adapt them.

    #6569
    Nilla
    Participant

    No, this is no fun; next crash; now when I click on the food trading post. Not only the footprint but the port itself. So, Tom, I think you should write in the compatibility list that DSJ&B is NOT compatible to North 7; too many issues.

    It´s not even possible to demolish the port and what happens when a merchant arrive? Probably nothing good.

    #6577
    Tom Sawyer
    Keymaster

    Oh oh! I take it away from recommendations for now and move to the Todo list.

    #6663
    Nilla
    Participant

    I played a DS game. Medium size game, 1000 inhabitants on a small mountain lake map. It’s a sweet mod, fun to play with, so is the DS Townhouse that I used as well.

    But I will just tell; Jetty and Bridges is not bug-free. So it might be some more work to adapt it to the North. Nothing as bad as in combination with the North. I only had one crash and that was with a fire (something I’ve seen with other mods, too and could be a townhouse building) but there are jetty pieces people refuse to walk on, instead they walk on the see ground, corners they are walking through, some production numbers that are a bit strange and so on.

    #7059
    Nilla
    Participant

    I will “undust” this old thread even if I had no crash. I´ve started a new game with the new version of the North and DS Jetty and Bridges.

    I have a few other minor issues:
    The DS fisher need fishing gear to be built. The description (and my memory) says that they could be produced in the jetty workshop but they can´t.

    It´s a loss to produce lumber; cost 4, you make 4 lumber from 2 logs with uneducated workers; that´s a loss of 2 for each lumber. Not even educated workers make a profit.

    The jetty buildings are expensive with the large number of fittings generally needed. It´s fine with me, let them be mid-game buildings where building costs aren´t that important. And on a seafarer map, it´s worth the investments in a lumber yard and a driftwood collector to get the logs you very much need.

    Edit; I just saw that it´s only the bridge fisher that need fishing geer. The others can do without. The fridge fisher is my favourite but I can make do with the others as well.

    #7066
    Nilla
    Participant

    Just want to tell that your trade fix doesn´t work on the food merchant from Jetty&Bridges. I deliberately put it on a location that I normally wouldn´t use; on a lake where the merchant need to make a turn to reach the port. It´s problematic also with the vanilla port. Later I will locate your big port there to see what happens.

    #7084
    Tom Sawyer
    Keymaster

    Nice that you try this combo again. The goal in the last patch was of course only to solve the crashes with DS Jetties. There are still many balancing issues and probably will always be, since this mod is even bigger than the North itself and not reasonable to overwrite it fully. Lumber I don’t touch with the North yet, for example.

    The merchant boat fix I could only do at my own models, not with DS docks. I tested my reworked docks a lot in all kinds of lakes but still curious if it works in your game as well. You have a better talent to find issues. =)

    #7107
    Nilla
    Participant

    So you mean my mean character are always looking for bad things and trouble?😉🤔

    Anyway, I didn’t get very far with that game, yet. I’ve changed the location of the food trading port to a normal spot on the river and now merchants arrive. I know, it’s not in your mod, Tom but I’ll tell it here anyway if someone is keen on testing this combo.

    You don’t get any building materials in return when you demolish the port (and I think it’s the same with all other jetty buildings) They are expensive to build with the Nordic iron production chain, so be sure you put them where you want them.

    Also, the food merchant makes little sense, even if you primarily want to buy food. The same merchants arrive to it as to the cheaper small Nordic port, and it seems the merchants carry the same amount of food. You can store a bit more export goods in it but space is hardly an issue in the ports until later in the game if you want to barter for large quantities of food. In that case, I prefer to use the export port and daler and space is no issue either.

    #7167
    Nilla
    Participant

    Finally, I’ve built that large trading port in the same location as the DS port that didn’t work. And as expected, it works even when the merchant need to make these turns. Such locations may also be problematic with vanilla ports and many other modded ports but it looks like you’ve made it Tom! Again! Great!😀

    It has taken time because I haven’t needed a third port (and don’t really need it yet either but at least I have some spare goods to load in it).

    No other issues. I’ve noticed that many of the DS jetty buildings can also be built on land. At this point, it’s often a better location than on water, so I’ve built a blacksmith, a small food market, a school and a hospital on land. I didn’t need to wait for the second Hanseatic merchant to bring enough bricks to build the Nordic school and hospital (You must be really lucky to get a single merchant that brings enough to build a brickyard)

    In a pure Nordic game, it works well without a school quite long but with all these iron fittings, we need to produce more iron and that’s a chain where education really pays off. So our first students have left school. I may need to relocate some people to get the educated workers where I want them. The next step is to work with happiness and more export goods to get rid of the tedious farming. It’s a harsh climate so midterm we want to buy all food except proteins (and maybe some blueberries and honey)

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    #7169
    Tom Sawyer
    Keymaster

    So now it has the Approved by Nilla quality seal. =)

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