Banished Ventures

Tom Sawyer

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  • in reply to: Tar pits for long ship production #4488
    Tom Sawyer
    Keymaster

    Oh, that’s a nice article. Thank you for sharing! I did not know they made their sails probably from wool covered with tar. I definitely want to add this resource. A Tar Pit or Kiln will be not a problem. More how to manage this stuff in our limited flag system. :)

    in reply to: Salt and Sugar (Mis)Management #4487
    Tom Sawyer
    Keymaster

    Hi kalrnux,

    Actually salt and sugar are inedible resources in the North to avoid exactly this problem. They are counted in the Salt or Additive category of overview and townhall statistics. If your salt and sugar are stored in homes there must be another mod above overwriting both as foodstuff. In this case I recommend to change mod order or to not combine these mods.

    Let me know :)

    in reply to: Crashes after a few secs of gameplay #4478
    Tom Sawyer
    Keymaster

    I’m sorry. At the moment I don’t have another idea what can be the cause of your crash.

    in reply to: Crashes after a few secs of gameplay #4476
    Tom Sawyer
    Keymaster

    Then I guess your Banished is not up to date. North 6 requires Banished 1.0.7. With 1.0.6 or earlier it will crash at some point when trying to build something or already when clicking a toolbar icon. You can check the game version at the bottom in main menu screen.

    in reply to: March 61 and only one health ?? #4474
    Tom Sawyer
    Keymaster

    Yes, the good old Mini Buildings are nice survival items in the North.

    In your game are really a lot of kids. The vanilla wooden and stone huts take only 4 inhabitants. That would help but does not really match the design. I have small homes on my list for the next update. Also it will make sense to cool down people by increasing the time between childbirth.

    What is wrong with the money? It cannot be stored in the bank?

    in reply to: Crashes after a few secs of gameplay #4473
    Tom Sawyer
    Keymaster

    Hello Blythe,

    sounds not nice. Usually such crashes are due to an inconsistent mod list and can be solved by a simple restart of Banished after changing mods for a new game. But these crashes actually happen when saving or auto saving. In your case it seems something different.

    Anyway I would try to go to mod list from main menu, disable all other mods, exit and restart Banished and then start a new map in the North. Let me know if you still have problems.

    in reply to: March 61 and only one health ?? #4470
    Tom Sawyer
    Keymaster

    Hi Wuiky,

    5 stars with Norsemen is really an achievement. Congrats, you managed the Banished happiness system! :)

    4.5 health is almost perfect as well. Probably your food production and trade is very well organized and the last 0.5 hearts are due to markets and citizens behavior. Maybe not all people have access to all food types all the time in their markets or they gather food in a closer barn where not all types are stored. A small food market will help to manage this. I always recommend the DS Wagon Vendor placed below the North mod to get fully integrated markets.

    The job of the bank is to store money and precious metals efficiently (almost endless capacity) and to save it from loss by fire and storm (the bank cannot be destroyed by disasters). With 10 gold you mean the building requirement? They are for the lettering above the door. Of course it is covered with real gold, one for each letter.

    How is your ratio of age groups? You can post a screen here or just write. I’m interested to maybe adjust the Norseman mod.

    in reply to: March 61 and only one health ?? #4452
    Tom Sawyer
    Keymaster

    Hello :)

    I guess people are running for herbs just in September because there are herbs available at this time. Seems to be a bit unfortunate to leave the fields for a visit at the herbalist in harvest time.^^ The low health comes from an unbalanced diet and to provide this is more challenging in the North. Herbs cannot really compensate it. Here is the list of all food resources: ../wiki/food

    In mild climate, farming should not be a problem. And yes, trading is a good strategy for food supply. The price level is indeed higher but also for stuff to sell. And there are some special Nordic goods where merchants are keen on.

    in reply to: March 61 and only one health ?? #4449
    Tom Sawyer
    Keymaster

    Welcome on this humble board, Banished veteran!^^ You want to find out why or do you already like an answer? I don’t want to mess up your challenge and fun. :)

    in reply to: Kindesalter Infancy #4444
    Tom Sawyer
    Keymaster

    Das klingt spannend. Eine Schule fürs frühe Spiel braucht es eigentlich wirklich. Das rote Schulhaus ist ja eher late game mit Ziegeln und Zeug. Und eine Kirche dafür zu nutzen ist gar nicht so abwegig offenbar. Oder irgendwas passend zu den mittelalterlichen Blockhäusern, da würd ich auch was finden. Multifunktional ist immer technisch problematisch. Die Kapelle aus Torpo hab ich mal auf die Liste genommen. Wäre gut geeignet für Banished.

    in reply to: Limit for clay has been filled….with sand #4423
    Tom Sawyer
    Keymaster

    Hello,

    it’s not a bug but also not really a satisfying solution. The game has a limited number of resource flags or categories to handle storage, trade and production. Altogether about 20 flags. I try to keep important resources in exclusive categories but it’s not possible in all cases. So sand is counted together with clay in one flag where all other modders have it. I find it acceptable since clay is a building material rather in early game (where sand is not used) and turns into a raw material for brickmaking later.

    An alternative to handle sand together with clay is together with ores (also stored on piles being only a raw material for production like sand but of course it can confuse ore mining then. Whenever a flag is free in a future version or we get more from the developer, I will separate sand.

    in reply to: Red Cottage (Single Mod) #4419
    Tom Sawyer
    Keymaster

    Good that it works for now. I did a test in vanilla environment and merchants sell and buy bricks as well as glass correctly without crash. In my separated cottage mod, bricks are flagged as stone and glass as textile to work with vanilla trading and storage. This explains your brick-debugging. Adding textiles would create glass.. With another mod above, these materials are changed to the custom5 flag. Actually I would recommend to put the brick or glass producing mod always above my separated buildings but it seems to make problems. At the moment I have no idea why or how to solve it.

    in reply to: Coin merchants and wagon parts #4285
    Tom Sawyer
    Keymaster

    On Steam are no stolen copies of my mods. Since Luke fixed this problem, it’s not possible anymore to upload a mod to a workshop without its source code on the local machine. So Steam and this website are the save places to get my mods.

    Here the link to the Wagon Vendors in Discrepancy’s Steam workshop. It can be added to a running game and should be placed below the North to work properly.

    in reply to: Coin merchants and wagon parts #4277
    Tom Sawyer
    Keymaster

    Hi Pete,

    I got such a question already about too many merchants who want to buy stuff instead of guys who sell resources. How the boats arrive at the trading post is quite random and such a row of buyers can happen. It is a ratio of 50:50 buy and sell. I will test if there is something wrong. Also, it can be necessary to adjust this setting or to replace it by another concept. It seems as it can become a bit frustrating.

    If you build the small docks in Viking style, you will get a barter trade without coins, where every merchant can have something you need, especially the main imports like fruits, salt and such. Maybe the better concept at all.

    Wagon Parts are special items required by the DS Wagon Vendor, wich is a great additional mod for small markets made by Discrepancy. We included the resource file to adapt this mod. Actually these parts should not become visible or brought by merchants without adding his mod. I will try to fix it.

    in reply to: Venison not good enough – or too big? #4268
    Tom Sawyer
    Keymaster

    Hi Dan!

    Looks funny with all the venison on the ground and starving bannies. :D

    The reason is all the tools, coats and hides in these sacks which have a capacity of 150. Normally, venison can be put there but it’s 100 food and cannot be split. Unfortunately they are too stubborn to carry food from the ground right to their home. I tried it when making the goahti to avoid exactly this in the very early game but it ends up in people picking – dropping food at their homes caught in a loop.

    The only solution is building a storage shed to make the meat available, as you did.

    I will increase this limit for attachments. Thank you for this hint.

    in reply to: Request for food market/shop #4150
    Tom Sawyer
    Keymaster

    That’s a good thought since distribution of various foodstuff for a healthy diet is the actual function of the markets. A small market stall or a more rustic village shop for old log cabin would be nice. It could be upgraded then to the modern red one. I would also adjust this existing village shop and the marketplace to be more focused on food. Some items are not needed there and only distract vendors. Probably not even fuel needs to be provided there. Also herbs not because they are stored and used right in the herbalist’s cabin. I add it to my To-Do list. Thank you for this request! :)

    in reply to: Chain Ratios #4143
    Tom Sawyer
    Keymaster

    Thanks and welcome, Jando!

    That sounds like perfect handling of the iron chain in early game. :)

    I’m currently testing an idea of a new ‘ironwork’ resource in terms of fittings and other crafted things made of iron and used as building material instead of the pure metal. These items would be forged by a smith as second option besides tools and the bloomery would already produce lumps of iron. It would shorten the tool chain as people suggest but keeping the forging step in the smithy to get the building material. I would like to hear what people think about it.

    in reply to: Chain Ratios #4139
    Tom Sawyer
    Keymaster

    Hi,

    Spawning nomads in odd locations is a known issue of the vanilla church. It’s due to the lack of an internal create point of this model which was not made to attract nomads. I included it as a kind of feature, that they come from far away and sometimes need a bridge to reach the town, or how it’s written in description.^^ With my wooden chapel it doesn’t happen and a new church model will solve it one day.

    Always the same trader at the port sounds like bad luck, in theory this can happen. The two items were probably coins and they wanted to buy goods from you. Others want to sell stuff but did not come yet. The big port represents a money-based trade with specialized merchants while the small dock for early game creates an old barter trading with silver and gold as exchange. It’s pretty different to vanilla and may be worth a little How-To post.

    Greetings :)

    in reply to: Chain Ratios #4136
    Tom Sawyer
    Keymaster

    Still hard to say when North 7 will be finished. I have to make a bunch of more models and it depends on how much time I spend on it. I guess it will be autumn.

    Let me know how you think about my stone tools. If they would fit into the main mod or if too cheaty. They have a durability of 10 (iron tools = 100) and 3 tools are made from 1 stone and 1 wood. It cannot be increased by education. The disadvantage comes mainly by having workers running often to pick a new tool.

    Greetings!

    in reply to: Chain Ratios #4134
    Tom Sawyer
    Keymaster

    Hello and welcome!

    With the leather balance in the current version I’m also not very happy and I want to fix it with the reworked clothing set of version 7. Btw, an early game coat is the parka made from reindeer hides crafted by a hunter at the campfire. You mentioned the need of such a thing. The main resource for clothing of farmers is actually wool and will be also linen in future. Leather will be more an additional material for belts and boots.

    To run the tannery with different options for different raw materials is due to the game mechanics. There is a way to let them perform all jobs automatically but then you could not keep reindeer hides away from tanning to save them for warm parkas or for trading. It’s a thing I want to test a bit more.

    The tool chain is indeed way more complicated than in vanilla. In your setting you will even need a second charcoaler to support the bloomery and 2 smithies. That’s a lot of workers and you have to micromanage it in early game with just a few people. It’s a bit of a challenge and I don’t really want to remove this. It can easily happen with including stone tools. I made such a small mod and even with a very low durability it made the whole iron chain almost useless. If you want to experiment with this stone tool add-on, you can load it here: Stonetools.pkm

    To remove bloom and to make iron directly is an option I thought about but I kept it this way to simulate the cumbersome medieval way of iron working and to give way to a bigger furnace which will smelt ore to iron directly and more efficient in industrial times. So my concept is not so much to have simple chains in early game and complicated things later. Rather vice versa to increase efficiency and to create advantages of technical achievements for a motivation to develop your town.

    With the forester it’s similar. I made the primitive woodcutter cabin to have it in early game like it was in old times where people just went to the forest to cut what they needed, with depleted forests as a result. The modern forester lodge comes later and will solve this problem by planting trees and inventing sustainable forestry. Requiring glass is forcing it to be at least a mid game item and something to achieve.

    So far for now to your points. :)

Viewing 20 posts - 401 through 420 (of 420 total)