I happened to see that you had made a link to the compatibility list in Galensgranny´s thread and I looked at it and saw a note about DS Jetty and Bridges that you think that it´s compatible but haven´t tested it closer, Tom.
It happened to be that I just wanted to play some DS mods again. Building some Bryggen houses in one of my last game made me think about that great modder, sadly not active anymore and it´s bin a while since I played more than some odd mods from him. And since it looks like you want the combination tested, Tom. Why not start with the nice Jetty and Bridges.
As I usually do, I started with North and Jetty and Bridges only. I will probably load the one or other DS mod along the way. So if you want something more tested, Tom, just say.
I started the game this evening so it´s not much played but I have noticed one small issue, Tom. I loaded the J&B below the North. I suppose it´s the right way to do. I´ve built my first DS building; a lumber yard and I´ve noticed (same as I saw by the Bryggen houses) that the building costs are high because you need a lot of iron fittings. If I remember it right, the DS recipe for fittings is much different from yours Tom, you get a lot of fittings from one iron. But I guess that I would get many unwanted changes if I change the load order, so I will leave it, accepting the high costs for the DS buildings. And I suppose it doesn´t help to load a DS blacksmith, to my experience, it will use your recipe as well.
I made some screenshots from the start.
First picture shows a usual start from me on “seafarer”. It´s “harsh” so the tedious farming will have to go as soon as I have enough goods to import food/can produce some on the jetties.
On the second picture everyone has a home and we will soon be able to produce some clothings. A tannery is under construction and we are about to prepare the wadmal. Some have only rags, not very good in that cold climate. As soon as we had 12 sheepskin the sheep also got a bigger pasture.
The third picture shows the first DS building, a lumber yard. Doesn´t look bad in these surroundings. We got our first nomads earlier that year. They will soon get a house. We couldn´t afford a longhouse yet but soon, I hope.
I had some problems yesterday evening. I got a crash when I tried to build a jetty glassmaker.
As it happened, I remember that there´s a patch for DSJ&B that I forgot to load and thought maybe that´s the reason. But it wasn´t. But the crash comes not as I first thought, when I set the footprint but when I click on the footprint. So after I was disciplined and left the footprint alone without watching how much more lumber or fittings was needed, it was built and seems to produce, following North receipt.
My thought is/was that the crash is rather a bug in DSJ&B than a compatibility problem. I could click on other jetty buildings footprint without a crash. So today I decided to make an experiment. I started a new game with only DSJ&B and the patch. No crash when I clicked at the footprint, so maybe there’s a compatibility problem after all. Don´t understand how.
I made another few screenshots yesterday, here they are:
First an overview of the settlement in year 7. The driftwood searchers have worked so we can finally afford a longhouse.
I often make “population management” early in a Nordic game; forcing the right youngsters together, forcing the right people to live in the right house, forcing divorces, everything to get the number of children I want. Here I want many children, in another game I might want few.
The first couple I want to move into the longhouse are young Autheron and Graci. It works as a boarding house, so they will not move in there voluntarily. If I build a normal house Gracie might as well choose her (foster?) brother but I want new babies in both families. So as soon as the longhouse is done, I will (fake) demolish the house of Autheron´s family, hoping that he will split from his parents and move in with Graci. First time didn´t work. The whole family moved together to the boarding house and back to their old turf house. The second attempt was better. Autheron and Graci moved into the turfhouse and the rest of the family in the longhouse. But that way there will be no new baby in that family. The longhouse is for 3 families with 2 children. The first swap went the way I wanted. Autheron and Graci will soon get company in the longhouse from new nomads.
On the third picture you can see where we are now; a second sheep pasture, another two jetty buildings, the problematic glassmaker and a water pump. You can see at the graph that the harvest one year was really bad; almost no barley and very little turnips. Everyone needed to catch as much trout and crayfish as they could and I also built this pump, even if it´s not much nourishment, water helps to survive. At the menu at the bottom, you can also see that Autheron and Graci already have 2 children, still living in the “house of the youth”.
Nilla, TOM said if we have ideas for new features to ask. do you think we should have an arrow so you could click thru the pics once we open the 1st pic?
on my computer,the pics open huge. they are larger than the screen but i can not scroll them. i just open them in another window,but it is 1 at a time. just brainstorming.
In my settings the pictures are big, filling the screen without any need to scroll, so I´m fine with the way it is. I like big pictures. But a possibility to click through would be good. I don´t know if it´s easy to make but I´m sure no one will have any objections.
Anyway; I had another crash. Now when I clicked on the footprint of the food merchant. Seems I can´t keep hands away from those footprints. ;)
I reduced the maximum size of lightboxed images so they now better fit in screen. Can be you need to refresh the site for it (Ctrl + F5).
Arrows to switch through all images of the post is a nice idea, I made a note for later.
NILLA, we had a similar issue with the RKEC. RED made a townhall patch that fixed it.not sure if it would help you or not.only effected certain buildings and just til they were built.
thank you TOM. that does look better.
Now I have noticed the first bad incompatibility problem, that I don´t know how to solve. The others are so far simply minor nuisance. I made a jetty blacksmith. In the description it´s said to produce also fishing gear and wagon parts but of course, it uses the North blacksmith menu and can´t produce any of those products. I can load the Wagon Vendor. It´s adapted and the little smithy can produce wagon parts but I see no way to get fishing gear, that you need for the jetty fishers. I don´t think any merchant will bring some.
It´s a pity because I find that using the jetty to fish in an efficient way is one of the points for a jetty construction.
Has anyone an idea how to solve this?
The picture shows the “fun” of farming in a harsh climate. The output from the fields in two quite extreme years. Last year I think the maximal temperature was 9 C this year we had 21 C and 90-93% harvest. In normal years we get 50-60%, but as you see, it can variate between 0 and 100%. We are about to expand the pastures in order to produce more wadmal and wool coats to sell for food.
i think DS had it figured the merchants would bring any extra needed parts. you can check for 1 of his blacksmiths that might make them and add it.
I don´t think that it works that way with the North, Brad. The jetty blacksmith should produce fishing gear, so loading another blacksmith will not help. I have seen no merchant so far that brings fishing gear. I haven´t built any port from DS yet but my guess is that the same merchants with the same goods arrive to the DS port as to the North port. But we will see.
As plan B I could perhaps load some other jetty mod that has a fisher but I don´t know if there is one that suits well enough. I don´t want CC, I don´t think Red has his jetty pieces as a separate mod, as far as I remember, Necora´s fisher catches things like clams and seaweed rather than fish, maybe Kid has some “normal” fisher in one of his jetty mods. His “swamp” structure could fit quite well to the North.