Banished Ventures

Tom Sawyer

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  • in reply to: Testing North7 #5180
    Tom Sawyer
    Keymaster

    Everything fine.. I don’t include something where I’m not convinced of or not think it can be worth trying.

    Seems, you already outsmarted the Iceland scenario. Maybe the birches are spreading a bit too fast and should keep wood more rare. Also, the turfhouses want to get a matching storage. Digging for clay was probably not the first thing a Viking had in mind after arriving there. =)

    About deer, this is the only starting condition without big reindeer herds. I doubt there was any deer at all but I did not want to make hunting completely useless. Survivors start at the main land with forests and big herds and will not have to suffer of these special conditions.

    I made changes at the houses and the wiki still refers to North6. Since log cabins now need some glass, I saw no reason why they should not have perfect warmth and gave them 100%. Turfhouses are warm too but without proper oven and chimney, firewood consumption will be not so efficient -> 80%. Red cottages still have the advantage of happiness + less risk on fire over log cabins due to the tiled roof. Frame houses have 60%.

    The production list of the sheep run get’s a fourth row then. Good hint. :)

    in reply to: Cattle pasture broken #5172
    Tom Sawyer
    Keymaster

    No, I meant to increase the workers in the pasture clicking the buttons left to the total workers. There are 2 arrows to increase them, left of this pasture and right in total of the town. You probably only increased the total number of herdsman but they are not assigned to a pasture and that’s why asking for jobs. :)

    in reply to: Testing North7 #5171
    Tom Sawyer
    Keymaster

    There are some open questions to answer, so far they are not solved by the update. :)

    The Trapper I moved to Hunting Cabin and Gatherer Shelter because I often saw people looking for it there and not in production. I think it makes sense here and the toolbar is now called Farming, Hunting… The fur price was a result of recalculating tailoring recipes if I remember right. I want to look at this to be sure I did not make a mistake.

    With Tallow you are right and the idea is to add a workshop matching old houses, probably in frame style, to make tallow and also some other processing. This is one of those models I wanted to make while the beta test is running.

    Potash is produced in the glass factory if not provided by traders. The idea is adding an Ashery for this job where I already picked photos of a historical building.

    With Ropes it’s the same but they have to be bought for now. I thought to make them from flax somewhere but not sure yet. I have photos of an old Swedish rope storehouse that could look nice also as a production building.

    Frame Houses are the first homes without disadvantage on happiness. They have an open fireplace as well and no windows but I think it would be quite nice to live there. The only other advantage could be 3 over 2 children in the turfhouse as it was in the preview mod.

    in reply to: Salt and sugar #5170
    Tom Sawyer
    Keymaster

    It sounds like a storage crash caused by a mod conflict. Salt is flagged differently and if people try to store it on a stockpile because of a wrong flag and the resource is missing a mesh for piles, the game crashes. Then it would not be really caused by a certain amount but more likely to happen with a lot of it. With North on top it should not happen actually because the main mod then defines as well as flag and storage yards.

    In North 7 all relevant resources got a piled crates model just for this case, even if they are not thought to be piled outside. It will make it more robust when experimenting with different mods.

    in reply to: Smith's workplace detraction circle? #5162
    Tom Sawyer
    Keymaster

    No, the blacksmith shops don’t have a detraction radius. I thought it should be fine to have a blacksmith working inside a village. So it must be something else in your case. If you want to join us fighting back the beta bugs, let me know. :)

    in reply to: Testing North7 #5159
    Tom Sawyer
    Keymaster

    Welcome to the beta! The campfire doesnot need a builder, only some stone and firewood to start working. That’s why the production window is already shown. Same with chopping block and charcoal pit where a building guy with hammer and saw would be a bit strange.

    Since Nilla found already a bunch of bugs and also some nasty ones like crashing market or vanishing deer herds, I have uploaded a new version where these issues are fixed. In the sticky changelog you can find all points and on Beta main page you can download. It needs to start a new game.

    in reply to: Cattle pasture broken #5158
    Tom Sawyer
    Keymaster

    Hi and welcome! You can increase the workers in this pasture from 0 to 1. With the arrows left to the total number of workers. It was indeed a bit confusing and unnecessary in this version. In North7 all pastures start with 1 default herdsman.

    in reply to: Chests from traders #5143
    Tom Sawyer
    Keymaster

    Maybe from a DS Mod. He is a quite inventive modder but then must be any building in your game that does something with chests to open them for coins or things. I know he experimented with packet resources.

    Edit: Yeah then its from Kids Pirates. :)

    in reply to: Testing North7 #5141
    Tom Sawyer
    Keymaster

    Good idea to start testing as survivor, the most tricky one to balance. Will answer by points.

    With the reindeer you might have been unlucky on your map. There are still big herds with up to 30 animals, just not that close to each other as in version 6. The smaller groups are more common and you probably had only those in your starting area which makes it then of course much harder to hunt enough. My idea here is to make the small groups of deer slightly bigger and also to let them re-spawn with minimum 2 or 3.

    Leather for tunics I added with belts and shoes in mind, yes. And to not make it too simple with clothing from wool where leather would then be almost useless. An idea is here to let herdsman take a sheep hide if they slaughter one for some leather. So shepherds can be self-sufficient but still need the tannery chain.

    A separate Button for Boulders is of course possible and probably liked by most players. I found it nice to move over the forest and to pick boulders for a Thingstead but can become annoying after the first time.

    About Stone Tools from the campfire, do you think it takes away the “thrill” of the survivor start? That’s still my concern about them but I liked the idea and wanted to try. The original idea was to add Flint to collect and to limit stone tools to early game in this way but it would be a new resource only for a very short part of the game.

    In my test, the miner always could get out of the empty Clay Spot (will do some more tests on different terrain) and the idea is to fill it with clay after starting a proper clay pit. Is not that cool to flatten the hole by filling it up? But I will think about it.^^

    The Bloomery will be fixed following the metal limit.

    Great to get some good feedback now to this version! I’m really used to work alone on things but it’s so much more productive this way.

    in reply to: Chests from traders #5138
    Tom Sawyer
    Keymaster

    Hi! Chests from merchants sound funny but they are not from the North mod. Maybe this resource came in game by CC or another mod if you played it before switching to North and Banished was not properly cleaned up. It’s a strange issue that can happen. Actually I never heard about chests in CC and no clue what they are thought of. At least in the North you can’t do anything with it. So you will not become rich or so, sorry. =)

    in reply to: Testing North7 #5131
    Tom Sawyer
    Keymaster

    Nice to read you here. I don’t mind blogging on WOB but yes, why not testing this board while testing the mod. Maybe I get some ideas how to improve it for this use. At least handling bugs and beta issues is easier on this separate board.

    Terrains are completely unchanged, I just renamed the Forest to Lowland because as Seafarer you settle in a land where this term would not fit. If there are more hills than usual it must be just “luck”.

    To deal with the new conditions as lone Seafarer is thought to be a special challenge only in this scenario but doesnot mean it’s also interesting to play. Let’s see. In all other starts you probably have a point about missing early nomads with the chapel depending on trade. To let Thingsteads attract some nomads sounds already like a good idea. They do not yet.

    Looking forward to your blog. It’s an open forum now, so everyone can read.

    in reply to: Can´t see the Mod #5087
    Tom Sawyer
    Keymaster

    Then it would probably work with mods in win32/Windata. But instead of moving the mods there, I would use the x64 version and start the game with win64/Application-x64.exe. I guess your icon on desktop or in start menu is connected to win32 and that should be changed or you create a new icon to start Banished.

    It seems to be a specific thing in GOG installations with separate folders. In Steam installation are both exe files in one folder using the same windata. I hope its helping and not just more confusing. :)

    in reply to: Can´t see the Mod #5069
    Tom Sawyer
    Keymaster

    I found a talk of people having the same problem with the GOG version and they solved it by moving the pkm to c:\gog games\banished\win64\WinData or c:\gog games\banished\win32\WinData. Seems there are more than one windata folders in your installation and you just have the mod in wrong place.

    in reply to: Can´t see the Mod #5062
    Tom Sawyer
    Keymaster

    Hello and welcome! It sounds as you did all right actually. Just unzip, move the pkm file to banished/windata, start the game and enable in mod list. It works with the GOG version of Banished. If it doesnot recogize it as mod, the file might be broken and downloading it again could help. I don’t know what else could be the cause and did not hear about this problem so far. You can also try another pkm file to check if it’s the file or a general problem.

    Please let me know.

    in reply to: New Video Series Previewing North 7 #5061
    Tom Sawyer
    Keymaster

    Welcome back with a new series, Ash!

    I just notice in first episode.. those patches are actually meant to fix things in vanilla games. The mushroom fix doesnot make a difference in the North but you should disable the purchase patch. It would overwrite the trading post in a (fixed) vanilla way removing the Nordic merchants. I will make some better descriptions in download page. Everything else is good in your mod list. Thanks to HelDM. He deserves a flag pole in your town.^^

    in reply to: One Tailor Shop to rule them all #5054
    Tom Sawyer
    Keymaster

    I will calculate it over all new tailor recipes if the parka is still producible. On first glance, 3 hides would be minimum to give enough way to other clothes.

    in reply to: Weiden mit Zäunen / Lifestock with Fences #5053
    Tom Sawyer
    Keymaster

    Maybe the sheep-run with stone walls and the paddock with this fence we already have around the pen where milk is spawned. And to keep the open pasture over hills especially for reindeer with some disadvange for other livestock to balance the building costs.

    in reply to: One Tailor Shop to rule them all #5050
    Tom Sawyer
    Keymaster

    I thought about something like this to replace the reindeer parka as early game clothing at the campfire. A simple Hide Cape or Deerskin Cape with fair quality, reasonable to craft by hunters independed of a professional tanner or tailor. The parka can stay in game as suggested or imported by merchants (those who come from northern outposts).

    Deerskin Cape

    in reply to: Weiden mit Zäunen / Lifestock with Fences #5048
    Tom Sawyer
    Keymaster

    Today I made an auto-fenced version of the chicken coop, to test how it feels in game compared to the open area with self-placed deco fencing. So far, I like this more and tend to add it to the mod. It has then also a build stage and people use the gaps most of the time. For some reason they sometimes run through the fence but that’s in vanilla too. Can’t be completely avoided I think. And so it could look like with the new wattle fence:

    in reply to: Weiden mit Zäunen / Lifestock with Fences #5043
    Tom Sawyer
    Keymaster

    Moin Jase,

    gab mehrere Gründe, die Zäune wegzulassen. Für Schafe war das so realistischer und auf Hügelland funktionieren die Zäune nicht gut, weil die dem Gelände nicht folgen. In Vanilla planiert die Weide automatisch, in der Mod aber nicht. Hatte auch noch andere Vorteile wie Selbstauswählen vom Zauntyp oder Verbinden von Weideflächen ohne Doppelzäune usw.. Kann aber auch Nerven mit separat setzen und vor allem beim Hühnerstall fänd ich eine automatische Umzäunung ganz passend. Der neue Flechtzaun würde dafür gut passen. Ich schaus mir an. Vielleicht kann man das besser machen als gedacht oder als Option einführen.

    Das Übersichtsfenster muss ich umbauen weil sich die Flags leicht ändern. Food and Fuel ganz oben fand ich nett, weil man da immer ein Auge drauf haben muss. Mit Holz und Stein macht es aber auch Sinn und wär konsistent zur Rathaus-Statistik, die nicht umsortiert werden kann.

    Danke Dir. Bin immer interessiert an Ideen! :)

Viewing 20 posts - 341 through 360 (of 421 total)