Banished Ventures

Tom Sawyer

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Viewing 20 posts - 41 through 60 (of 420 total)
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  • in reply to: Year 50, no bricks #7617
    Tom Sawyer
    Keymaster

    It’s actually not that hard with so many big ports and if bricks are ordered, they bring it next time for sure. Maybe your orders are still set to bring it “Never”?

    in reply to: Random Crash #7616
    Tom Sawyer
    Keymaster

    On Steam is 7.1.2 with the forester bug fixed. So it’s not that.

    I checked your trout fishers and it seems like a conflict between the bridge and the spot that is close to it. It doesn’t crash if I remove this close fishing spot or the bridge. The other spot is not a problem. A conflict might be caused by placing trout baskets left and right of the spot. It should be just placed on the bridge then and the fisher is actually not working in the moment it crashes but who knows. Maybe something fails because the bridge was finished right before. Anyway, I can only guess and try to avoid such by changing the fishing spot in a way it doesn’t occupy adjacent tiles.

    Thank you for reporting and narrowing down the problem!

    in reply to: Random Crash #7612
    Tom Sawyer
    Keymaster

    Do you have the latest mod version (7.1.3)? We fixed a bug some time ago with foresters causing crashes when trying to clear bogland.

    If it’s not this, I would like to test your save game. You can send it via e-mail to tom@banishedventures.com.

    in reply to: Sandpit – sand limit reached #7589
    Tom Sawyer
    Keymaster

    That mistaking snipped is indeed still in 7.1.3. I changed it in the developing version back then but made the last small patch as a copy from published version. Thanks for reporting!

    in reply to: My first mod #7519
    Tom Sawyer
    Keymaster

    It crashes also in the North because the vanilla Dialog/Build.rsc is unchanged there and your house needs the new Build4.rsc, which you can use from the stone hut example. Was a bit misleading in my last post.

    Your idea of one mod version that changes building mats if added to the North can be achieved by overwriting it by the main mod, as we talked about DS mods. I would like to publish small updates more frequently if such nice matching models are available.

    These illustrations are great, yes. I have them from this website too. Even better as inspiration I find photos of buildings from open air museums and other old or reconstructed houses. Most of my models I made following such originals. Sometimes even with texture parts of these photos.

    Looking forward to see more from your modeling. :)

    in reply to: My first mod #7498
    Tom Sawyer
    Keymaster

    No problem, I’m busy myself with other work at the moment and don’t check here every day. But nice to see people interested in modding! I’m still too. :)

    You are right about uv maps. The first is used for the texture and the second for AO, exclusively. With organizing those maps, I mean you can arrange the faces there differently. That also makes it possible to optimize the model pretty much, with images that are as small as possible. Yours can be reduced to the half width for sure, which means 25% of image size.

    I will send you the files of my stone hut as an example. So you can easily see how uv maps and other stuff is organized in my mods. That’s better than trying to explain.

    Your model fits indeed very well. I liked your first version better, though. It had a nice alternative shingle texture and the wood at the roof looked more weathered. You could offer both as F-variants.

    There are some other issues.. Like clicking the building site of your house crashes the game due to the fourth building material. It needs some added files to makes that work because vanilla Banished supports only 3 materials. You can just copy them from my stone hut project. They also need to be called as external resources to get included. Just look how it’s done in the files and ask if something is not clear. Of course, you can also use my fittings and pottery resources.

    To the constructions, I’ve read the same about techniques to build log cabins got from slavic people around the baltic region. That’s pretty close across the sea and no wonder. Actually almost every technology came from somewhere south at some point, by trading or migration. I know it as “joined timber” and my log cabins as well as red cottages show that while the older houses from viking age show a primitive post and beam construction. The more sophisticated Fachwerk of later times is not really common in Scandinavia as far as I know. Already the simple frame construction was used only in southern parts or Viking towns in now Germany. A reason is that you need oak wood to make those load-bearing frames while people in really northern regions had to build with spruce, which is good enough for solid log houses but not that suitable for half-timbered constructions.

    Your house style nicely fills that gap you mentioned, between the framehouses and the late medieval log cabins with glass panes.

    in reply to: My first mod #7452
    Tom Sawyer
    Keymaster

    Congratulation on your first mod! :)

    Looks pretty good already. With nice details at the ridge and the gables.

    Your AO image looks ok, but it seems not connected to the model. You need to assign a second uv map in Blender. The first is for the texture and the second for AO. That gives you also the opportunity to organize your faces differently for both.

    With the AO connected, it will solve this snow issue and the bright inside of your house.

    in reply to: Brad’s SERIES-Elsberry #7427
    Tom Sawyer
    Keymaster

    Where are these trading docks from, Brad? Looks pretty good and maybe to make them working in the north as well, if in a small separate mod. I bet it’s a DS one but never seen before.

    in reply to: game crashes #7296
    Tom Sawyer
    Keymaster

    Crashes if clicking on build icons in toolbar are usually caused by an old game version. Make sure you have the latest Banished 1.0.7. With this version the developer added support for more than 3 materials which is used by many items in the North and with an older version, the UI fails showing the tooltip.

    in reply to: Thanks for the Featured Vid #7252
    Tom Sawyer
    Keymaster

    Yes, your recaps are a very nice idea. :)

    in reply to: Crash DS Jetty and Bridges #7169
    Tom Sawyer
    Keymaster

    So now it has the Approved by Nilla quality seal. =)

    in reply to: site features #7149
    Tom Sawyer
    Keymaster

    I replaced the voices colomn by view counts. So in a forum you can now see the number of posts and views of every topic. And also in the head of a topic it is now seen.

    in reply to: site features #7147
    Tom Sawyer
    Keymaster

    There is a view counter behind the scene. I will think how to make it visible in front end of the forum. Your America Series had over 700 visits so far.

    The second suggestion I don’t fully understand yet. What do you mean with sub files? A list of all stories from a certain poster like an overview different from just the topics list of Banished Stories?

    in reply to: Crash when saving with 7.1.3 #7095
    Tom Sawyer
    Keymaster

    Did you try this clean up..?

    Start Banished – activate mods – exit Banished – restart Banished – start a new map – save game. should work without a crash.

    in reply to: Membership #7093
    Tom Sawyer
    Keymaster

    Hi Trench, please check your emails. :)

    in reply to: Crash when saving with 7.1.3 #7086
    Tom Sawyer
    Keymaster

    Then that wasn’t the reason.^^

    I can only think of such a crash that happens after changing mods without a complete restart. You can send me your save via email. Maybe I can find out a thing.

    in reply to: Crash DS Jetty and Bridges #7084
    Tom Sawyer
    Keymaster

    Nice that you try this combo again. The goal in the last patch was of course only to solve the crashes with DS Jetties. There are still many balancing issues and probably will always be, since this mod is even bigger than the North itself and not reasonable to overwrite it fully. Lumber I don’t touch with the North yet, for example.

    The merchant boat fix I could only do at my own models, not with DS docks. I tested my reworked docks a lot in all kinds of lakes but still curious if it works in your game as well. You have a better talent to find issues. =)

    in reply to: Crash when saving with 7.1.3 #7083
    Tom Sawyer
    Keymaster

    Maybe the crash happens due to a conflict between the manually downloaded 7.1.3 vs the by Steam then automatically downgraded 7.1.2. Both versions are not save compatible to eachother and I have not updated the mod on Steam yet (because of this).

    You can try unsubscribing on Steam and using the 7.1.3 from website without Steam interactions. I hope that solves it for now. I have to make a decision about mods on Steam in general.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7043
    Tom Sawyer
    Keymaster

    Nice that it works this way!

    in reply to: Inedible Foods #7035
    Tom Sawyer
    Keymaster

    Here is the patch for those who like to play in the North with inedible grain for optimizing food production. It turns wheat, rye and flour inedible and can be added to a running game. A side effect is that markets tend to hoard these resources since people don’t pick it up for food anymore. The granary still works with them.

    NorthInedibleGrain.zip (11 KB)

Viewing 20 posts - 41 through 60 (of 420 total)