Banished Ventures

Tom Sawyer

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  • in reply to: wheel barrows? #4663
    Tom Sawyer
    Keymaster

    The merchants come along the main river. So the right place for trading docks is at the main river or at a lake connected to the river. They can also use brooks if necessary but those shortcuts can easily be blocked by water mills or crayfishers. Sometimes at big lakes, it can happen that merchants don’t find the docks even if they are connected and always leave the map without a stop. But this is very rare.

    in reply to: wheel barrows? #4658
    Tom Sawyer
    Keymaster

    Hello! The first wheelbarrows you can put together in a log cabins workshop or in a small smithy which can be build from wood and stone. I have updated the wiki…

    banishedventures.com/wiki/barrow

     

    in reply to: Honey? #4653
    Tom Sawyer
    Keymaster

    Honey from wild bees can be gathered in summer and autumn. The bees need at least one month at 10 °C (50 fahrenheit) to produce enough. In cold summers, especially if you are settling in harsh climate, it can happen that your gatherers will not find wild honey at all and it’s a bit random of course. Also, it can only be found by professional workers from a gatherer’s hut, not by laborers sent into the woods manually.

    Beekeeping is for sure the more reliable way to get honey. :)

    in reply to: Compatible Mods #4641
    Tom Sawyer
    Keymaster

    Nice use of the Izba.. true Russian village. :)

    in reply to: Tar pits for long ship production #4631
    Tom Sawyer
    Keymaster

    I thought of peat or turf as a resource mined from the ground in small pits to build my new turf houses, but preferred a variant with it as a free/virtual building material. For fuel, we talked about peat some time ago on wob. I see problems with balancing because it should not displace firewood but leaving useless holes in the ground is not what players love. I also think that in reality it is not that easy. It contains rather less carbon and must be completely dry. However, in general it can work both in real and in game. :)

    in reply to: Chain Ratios #4630
    Tom Sawyer
    Keymaster

    Hello and welcome! :)

    Your running kids sound strange. I never saw this in my mod, maybe because I don’t have a boarding house (only the tavern attic, which is not used much). One thing that comes to my mind is the special case when a family moves into a house which is actually too small. For example, a family with 2 kids moving into a house where only 3 inhabitants are allowed. Then they move in but it can happen that a child will be kicked at some point. Can you remember what a house it was and how many kids the family from the boarding house had? Maybe we can reproduce it.

    in reply to: Compatible Mods #4623
    Tom Sawyer
    Keymaster

    Thanks for your list, Perer. There are indeed many more mods working in the North. I have only those in my list that I have tested myself or made compatible by overwrites. Even CC should work without crashes since North 6.2, where I made some adjustments to the flags.

    Of course, it also depends on what we mean with “compatible”. For me it’s more than just no crashes. It should also look and work like intended without confusing balance or the scenario. :)

    in reply to: Compatible Mods #4608
    Tom Sawyer
    Keymaster

    Yes and some more compatible mods you can find here. Also the single mods from my modding diary pages can be interesting, which are not included yet.

    in reply to: Zu viele Bauern #4606
    Tom Sawyer
    Keymaster

    Hallo Jase, danke für Deine Ideen! So ein Lagerbalken macht Sinn und sollte kein Problem sein einzubauen. Zum Wohnen find ich die Jagdhütte bissl zu klein, im Gegensatz zum Forsthaus. Wenn die Upgrade-Funktion flexibler wäre, fänd ich eine Umnutzung zum Wohnhaus lustig.

    Gruß zurück

    in reply to: Sugar Beets #4602
    Tom Sawyer
    Keymaster

    Thanks for your idea! So far, I had no plans to add sugar beets and did not know it is typical in Sweden. Only that it’s rather modern or somewhere from 19th century. I think it can be an interesting chain and I would like it to be processed in a sugar beet mill with an early industrial design in a developed town.

    in reply to: Tailor Help #4577
    Tom Sawyer
    Keymaster

    Hello and welcome!

    Actually your tailor needs nothing else than leather to make simple leather coats. For winter coats he needs leather + wool. If you already picked the right product and it still doesn’t work, the material might be not accessible there or it is a tailor shop from another mod with different recipes. A screenshot can help to figure it out then.

    in reply to: Removing Aesthetics #4569
    Tom Sawyer
    Keymaster

    Hello and welcome! You can click these items to hit a remove button. That’s the way to get rid of all decorative items.

    in reply to: Many thanks! #4548
    Tom Sawyer
    Keymaster

    Nice that you like it and thanks for your kind words! :)

    in reply to: Anders and Ella #4545
    Tom Sawyer
    Keymaster

    You cannot do more than providing a good food variety in the nearest storage location. If they pick up food from a barn or shed, they take something of everything. At least it works so normally. Hard to say what went wrong with your people. Maybe they pick up from another place?

    If you want to try a small and well matching market, I recommend the DS Wagon Vendor. Download on WorldofBanished or in Steam workshop.

    in reply to: Anders and Ella #4543
    Tom Sawyer
    Keymaster

    Hi and welcome!

    You are right, to keep the couple healthy can be tricky. With turnips from the field, berries from the woods and venison or fish you have at least 3 of 4 food types. With wild honey you can cover the grain category but only professional gatherers (assigned to the gatherer shelter) can do bee hunting. Herbs are only useful if you build a herbalist’s cabin where one has to work as a herbalist to heal the other. To build a small trading dock as soon as possible would be also a good strategy to get all food types and barley or rye seeds for grain cultivation. Smoking meat and fish does not improve health, it only increases the available amount of the same food type by preserving it.

    But getting the right foodstuff is not the only thing. They also have to have the types together in their cabin, which is later ensured by markets and vendors but hard in very early game. If they have a shed full of berries, another full of venison and so on, they will carry only the food item from the nearest location and still suffer from an unbalanced diet. So, a bigger storehouse where everything is stored is better than many locations. This is a part I want to improve in this mod, adding more useful storage buildings and a small food market.

    in reply to: Zu viele Bauern #4538
    Tom Sawyer
    Keymaster

    Hallo Robak,

    Ja, das macht Sinn und ist grundsätzlich auch die Idee. Einfache Arbeitsstätten für Bauern im frühen Spiel und später immer weiter ausdifferenzierte Berufe in richtigen Fabriken und Werkstätten. Bäcker auf jeden Fall wenn dann eine Bäckerei da ist. Bei den anderen bin ich nicht sicher, ob es zu viel wird. Viele haben die Berufsliste offen und die wird schnell unübersichtlich. Andererseits bringt es bessere Kontrolle mit z.B. Obstbauern und Geflügelzüchtern.

    in reply to: March 61 and only one health ?? #4525
    Tom Sawyer
    Keymaster

    Hi Wuiky :)

    Ordering certain items (and waiting for it) is a different thing. With auto-purchasing I mean if you go to the “purchase” tab and define an amount of grain or fruits to buy when a merchant arrives or leaves. When this happens, the merchant takes one item after the other from the inventory of your trading post until the value is balanced. And I always thought he takes it randomly but maybe not.

    in reply to: March 61 and only one health ?? #4521
    Tom Sawyer
    Keymaster

    Do you mean the merchants taking stuff when auto-purchasing? I mean where you noticed an alphabetical order. I would do some testing to find it out. Maybe it could be used for something (selling money with a priority).

    Some jobs are more productive than vanilla, that’s true. For example cutting down trees. A vanilla tree drops 3 logs or only 2 for uneducated workers. In the North it is 6 logs from a tree, independent of education. Also mining ore, coal or stone is way more productive. In vanilla Banished I would not even build a mine or a quarry. :)

    in reply to: March 61 and only one health ?? #4519
    Tom Sawyer
    Keymaster

    Hi Wuiky,

    No problem, little nephews have priority over little bannies. :)

    I never noticed that traders take something alphabetically. I think they do it randomly and I doubt they can understand any language.^^

    Let me know what’s your maximum pop then. I guess, with 2.5 k it’s already slow motion.

    Have a nice day!

    in reply to: Granary and Small Mill Quick Test #4514
    Tom Sawyer
    Keymaster

    Thank you for testing and good to hear that it works. :)

Viewing 20 posts - 381 through 400 (of 420 total)