Banished Ventures

Nilla

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  • in reply to: Market worker mechanics #6648
    Nilla
    Participant

    I think it was rather the mead that increased the courage of your vendors. ;)

    I had some issues with barns with two doors, too. Farmers refused to use the closest door. They passed that door and walked around the barn to the other door and put their grain there and were always late with the harvest. It didn´t help to turn the barn. My guess was that they wanted to use the door closest to their home but I can´t say for sure.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6647
    Nilla
    Participant

    Yes, it´s been a boring year. Keep safe, too Brad.

    in reply to: Stuckerton- Lost in the wilderness #6636
    Nilla
    Participant

    Tom likes these “easy to micromanage profession” tricks. Like the hunters, I told you about above, you can use farmers. Let them work the fields in spring and autumn, close the fields when work on the field isn´t necessary anymore and the farmer will walk back to that other production site; smokehouse, dairy, workplace…close the workplace when work is needed on the field and the farmer will work the field again: Realistic farmers life. I use these tools a lot in an early game when I´m short on workers. It might be a little tricky in a large game with many sites using farmers but on the other hand, I seldom micromanage in larger games so it works here, too.

    Do you use some additional mod to get enough honey to improve the health. My experience is that the Nordic gatherer collects very little honey (probably all my gatherers are scared of the bees). To make more honey you need beehives and they are rarer and harder to get than seeds from the merchants and give less food than farming.

    I forgot to tell one thing about one more early trading good. Maybe you´ve read about it. You can find a few gold nuggets along rivers and streams. They are worth searching for if not all are far away from the settlement or on the other side of the river.

    in reply to: Stuckerton- Lost in the wilderness #6624
    Nilla
    Participant

    The stars have nothing to do with health. Hearts show health, stars happiness. To get more than 3 stars the house of the Banni need to be inside at least 4 different kind happiness buildings, perhaps even all 5 and not inside any black detraction circle. I think it’s too early for you to work with happiness, yet. But it pays off and you should start to plan for making everyone(or most) happy from the start by locating houses and early happiness/detraction buildings. See more here: https://www.banishedventures.com/howto-happiness/

    Use the wool and make wadmal. That’s one of the best trading goods in the North. Many merchants want it to the high price 20 but some only pay 15. That’s how trade works in the North, you must decide each time, if you want to sell to the low price or want to wait for a merchant that pays better. If you have a lot of blueberries and herbs these are good to sell, too.

    Since the trade works as it does, it’s good to offer several goods so that you always have something to sell to the high price. It would be a good idea to make notes of the high price, that’s what’s shown in the port menu when no merchant is around, so you know which deals are the best.

    You talk about schools. I don’t know if you have noticed but there is no early Nordic school. It doesn’t have so much effect like a school in a vanilla game, by many professions uneducated produce the same as educated. But of course, in a modern settlement with a lot of children it may be strange not to build a school. It’s different in a Viking or Medieval village where a school would be misplaced.

    in reply to: Stuckerton- Lost in the wilderness #6616
    Nilla
    Participant

    What other effects do you get with the workplace mod above? Can’t the Kid workplace also produce tools? How is the effect on tools and Nordic clothes making? Normally there should be issues.

    I think that I’ve suggested an easy way to produce simple wool coats without needing a tannery in North 7, too. In a forest map that you play, it’s no big problem when you can use the campfire (I would rather use a soft reendeer hide for a baby than itchy wool clothes) but in a seafarer map where there are no reindeer, clothing is a real challenge. Not only you need to build two sites (both needing iron fittings) you also need to slaughter some sheep.
    It could be some simple workplace, very slow, using more wool than for wadmal, to make it an early possibility but uninteresting for later.

    in reply to: Market worker mechanics #6615
    Nilla
    Participant

    Good question that I’ve tried to answer since I first played Banished. I have seen same things as you, vendors walk far to collect single pieces and ignoring larger posts close. There seems to be no logic. My experience is that larger markets make more problems than smaller. To be honest, I’ve given up to understand how they work in detail, so if anyone can explain, I’ll be happy.

    in reply to: Editing one’s previous posts #6574
    Nilla
    Participant

    That´s weird, I´m pretty sure, I have edited post here but can´t find how either.

    Edit; yes you can edit posts. I´m just doing it. But it looks like there´s a limited time for how long after you first posted it´s possible. Maybe Tom can increase that time.

    in reply to: Crash DS Jetty and Bridges #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.

    in reply to: Testing DS Jetty and bridges and North 7 #6567
    Nilla
    Participant

    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.

    in reply to: Testing DS Jetty and bridges and North 7 #6564
    Nilla
    Participant

    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.

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    in reply to: Crash DS Jetty and Bridges #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.

    in reply to: Testing DS Jetty and bridges and North 7 #6559
    Nilla
    Participant

    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. ;)

    in reply to: Testing DS Jetty and bridges and North 7 #6552
    Nilla
    Participant

    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”.

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    in reply to: Hunting Spot color #6538
    Nilla
    Participant

    As you have noticed, you can´t run the campfire as long as there are instant hunters icons anyway (unless you have changed the number of possible hunters from 4 to 1) so that trick works also when you want to run the campfire. You simply need to assign that hunter later.

    I don´t know if you have noticed the advantage of the combination campfire/instant hunter and the reason that there are 4 hunters at the hunting tool. You can always have one hunter working at the campfire making clothes or roasting meat. When you see some close deer you wan to hunt, you just set a hunting tool on a good spot and the hunter will go there automatically, you don´t need to assign more hunters (unless you really need a lot of meat/hides). But of course, you must demolish the hunter tool to make the hunter go back to his campfire when the deer are gone. I know, easy to forget but the ? on the campfire will help you remember as well as keeping the instant hunter menu open as long as you want to hunt.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6532
    Nilla
    Participant

    Already done with that map?

    in reply to: Hunting Spot color #6521
    Nilla
    Participant

    I think everyone has the same problem as you have Galensgranny. And I’m not sure that another colour would help much for example in the deep forest but maybe on the snow. I use to look for these hunting spots by looking for the ?-sign when I have no hunter employed. That’s easier to find than the icon.

    in reply to: Taverns #6508
    Nilla
    Participant

    I don´t really know how the markets work. Yes, Bannis prefer markets but they don´t walk any distance to use one. How far do people walk to a market to get their food there instead of a closer barn? (or in this case a tavern). There´s a common misunderstanding that people living inside a market circle also use the market as first place for supply but I´m pretty sure that it´s not the case. It´s a happiness circle not more not less and has nothing (or at least nothing directly) to do with the preference to collect food to their houses. People who live close use it even if there´s a barn closer, people at the far end of the circle will primarily use the close barn instead. I made several of these experiments in the vanilla time. But it wasn´t easy to set a distance.

    Anyway, I built some more stores in that game closer to the houses that stored a lot of meat from the tavern and the amount of roasted meat in the houses went down. So I don´t think the Bannis see the tavern as equal to the market. Houses close to the lanthandel didn´t contain any/much? roasted meat, also those next to the tavern. But maybe they prefer it over a barn. I don´t know. Could the distance they are willing to walk to a lanthandel be shorter than the distance they are willing to walk to a vanilla market?

    Nilla
    Participant

    Sorry, one more thing. I don’t think that the mini town hall causes a crash but I wouldn’t build it anyway. It’s not that difficult to collect the boulders you need for the thingstead and it has the advantage that you becomes a couple of nomads almost every year; nomads you really need in a real-time ageing game. Although it may be difficult to explain why these modern people want to build a viking thingstead.😉

    Nilla
    Participant

    I see useless mods and several mods doing the same thing. I would take everything away but you know, that’s me. I’m a suspicious person and I generally don’t load mods I don’t use. If I want something more, I load it along the way. If it doesn’t work, I see it soon enough.

    If one of the experts don’t answer, I would demolish that crate (or go back to a save before you built it) it could be something so simple that your Bannis want to put something in that crate with different categories in the North and in CC categories(that almost all other modders use)

    Another possibility could be merchants. Do you have a port? I had many crashes when a merchant arrived with not compatible goods at the beginning before other modders start to use the CC categories.

    Nilla
    Participant

    You said at the beginning that you also use other mods than the North. Maybe Tom or Brad can say something if you post which other mods are loaded. Have you built any buildings from another mod? As you’ve probably noticed, Tom uses total difference categories. That makes me very careful using other mods together with the North so I’m no expert in those fields.

Viewing 20 posts - 61 through 80 (of 242 total)