Banished Ventures

taganaya

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  • in reply to: Ironman+ seafarer+harsh=true? #6118
    taganaya
    Participant

    I’ve had that happen on occasion and “solved” it by using the priority selection. The annoying thing is you can lose a lot of productivity before you notice they’re idling.

    in reply to: Crash related to Forester Lodge #6067
    taganaya
    Participant

    Huh. That might have been the issue with that game of mine that crashed with that same error which I couldn’t find a pattern to. Good catch.

    in reply to: North 7.1 Beta #6037
    taganaya
    Participant

    Chapel has a typo, says Chistians instead of Christians. Maybe that’s why the gods aren’t pleased!

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    in reply to: North 7.1 Beta #6015
    taganaya
    Participant

    Yea, I can’t figure it out. It didn’t start happening until year 30 or so (after I had acquired brick technology, notably, though I don’t know why there’d be a connection, and I got this far in my previous map without issues). I played with it some more and it seems to be crashing right before it autosaves, but not every time it autosaves, so that could be coincidence. If that’s the issue, might not be anything to do with North at all.

    in reply to: North 7.1 Beta #6013
    taganaya
    Participant

    I started to run in to a bunch of fatal access violations with no obvious link between them (not caused by clicking on a specific building or anything). I’m not running any other mods so it’s not that. Would crash logs help you figure this out, Tom, or anything else?

    in reply to: North 7.1 Beta #6001
    taganaya
    Participant

    Not sure if this a bug or if it’s how it’s supposed to be, but the Mead Hall won’t bring in available Schnapps when set to “Alcohol from outside”. That’s the only alcohol type that I’ve seen it do this with. The Tavern brings in schnapps just fine.

    in reply to: North 7.1 Beta #5993
    taganaya
    Participant

    Cool, thanks for those clarifications.

    Could you take a look at the tar kiln? I’ve tried a few times to start with it instead of a charcoal pile and it’s soooo slow. This time I paid a bit more attention and it seems to be using only 8 firewood to produce 3 tar (instead of 16) so I’m wondering if the timing is off too.

    Do tools and education play a big role in the speed of production at this building?

    in reply to: North 7.1 Beta #5988
    taganaya
    Participant

    I had a go at the new version.

    small/survivor/mountain/harsh

    The flags on the peat spots are pretty good. They look a bit out of place for now but I will probably get used to them. They are much less obtrusive than the other status icon.

    There were plenty of boulders this time. I’ve had to walk pretty far for stone but it’s manageable. Iron is fine.

    There is once again no happiness radius shown on the wooden chapel (or wooden idol).

    One of the Hanseatic merchants is paying reduced price for gold and silver. I have never seen this before ever and I don’t like it because I rely on gold and silver for guaranteed prices early on before I can get dalers and stuff. The other Hanseatic merchant (same trading port) offers the normal price. See photos.

    Did you add happiness detraction to longhouses? See third photo. Not a single resident in those longhouses is above 3 stars. I have had no diseases or other things that would make them sad. The ones in the izbas are happy (other than the izba which is outside of the sauna circle). Am I missing something?

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    in reply to: Stones and boulders #5968
    taganaya
    Participant

    Also, you cannot build a campfire without clearing all the resources from its location. This is unrelated to bogland and this is the only building that requires this. Why? Does it have to be like this?

    in reply to: Testing latest beta of North7 #5955
    taganaya
    Participant

    On the topic of trading prices – firewood shows as 4 when there is no merchant but I don’t think I have seen ANY merchant pay more than 3 for it. Is there an error here?

    in reply to: North 7.1 Beta #5844
    taganaya
    Participant

    I’ve been playing Shepherd maps, and stone is definitely more challenging than it was before. I don’t think this is necessarily a problem, because stone did seem overly plentiful before, but I have a suggestion. I’ve noticed that my labourers always prioritize log cutting, even when there are other things I have asked them to do beforehand, but they don’t do this with stone. Would it be possible to prioritize stone in the same way? I know I could highlight stony areas with the priority tool, or cancel removal and then just set the stone to be removed if I need it right away, but I really like how it happens automatically with logs.

    Also: the wooden chapel doesn’t show a happiness radius after it has been built, though it does show one before.

    in reply to: North 7.1 Beta #5835
    taganaya
    Participant

    Are you sure that you aren’t running into the fuel limit, Nilla? They stop peat cutting if you’re at the limit. The one time I got really frustrated with my peat cutters for being slow was because of that.

    One weirdish thing I noticed: once a peat spot is built you can click the button to remove it and make the land buildable even if the peat hasn’t been mined yet.

    Perhaps this is intended? I don’t think it’s a problem because it’s not a shortcut – someone still has to come build the spot which seems to take the same amount of time as someone clearing it using the reclaim bogland tool. Just wanted to mention it though.

    in reply to: North 7.1 Beta #5822
    taganaya
    Participant

    I get a “fatal access violation” clicking on the un-built footprint of the wooden chapel. Worked fine in 7.0.

    in reply to: crayfish #5726
    taganaya
    Participant

    Yea, it was pretty strange! She only turned around because I caught it before she crossed and cancelled the removal, I think.

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    in reply to: crayfish #5721
    taganaya
    Participant

    I’m also not sure that it’s related to crayfish. I caught a bannie walking across a large river, because I had been sloppy with my resource pick-up area and included something on the other side of the river. The bannie had been a fisherman at a fishing spot, but when I turned the spot off she immediately headed into the river to go pick up a mushroom. I caught this happening when she was about halfway across, cancelled removal of the mushroom and she returned to her side of the river.

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