Banished Ventures

Tom Sawyer

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Viewing 20 posts - 61 through 80 (of 421 total)
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  • 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)

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7033
    Tom Sawyer
    Keymaster

    That’s a pity, maybe we can fix it. Do the papermakers try to get linen but fail to store it or are they not interested in the material at all? The mill uses RawMaterialLinen.rsc in the textile flag. One of those are different in your game.

    in reply to: Inedible Foods #7030
    Tom Sawyer
    Keymaster

    A separate patch for inedible foods will be the best option for now. I have to check if there are some bad side effects in markets and trade but want to upload it soon.

    in reply to: game crashes #6919
    Tom Sawyer
    Keymaster

    Hi max, I don’t get those crashes with the new version. Do you have also other mods loaded?

    in reply to: Market worker mechanics #6632
    Tom Sawyer
    Keymaster

    I’m also sure the Hambo solved it. =)

    And if not, I would say this barn object was bugged and for unknown reasons never got selected by the core game function that selects next location for picking stuff by a vendor. We have no insight into the code and can’t influence it by modding.

    in reply to: Hunting Spot color #6626
    Tom Sawyer
    Keymaster

    Here is the small patch to make spots more reddish for better contrast on snow. It still has a good contrast on grass (if not red-green blind) and also fits Banished style. Maybe it helps a bit but of course doesn’t solve issues with finding hunting spots in dense forests.

    NorthRedMarks.zip (64 KB)

    in reply to: Stuckerton- Lost in the wilderness #6623
    Tom Sawyer
    Keymaster

    A somehow extended clothing system in core game would be just great, at least another category. In your village I would probably put the babies in warm, soft sheepskins. :)

    Tanners make leather also from those sheepskins, so shepherds are sustainable in making clothes. It is only the small tannery that is necessary.

    in reply to: Crash DS Jetty and Bridges #6577
    Tom Sawyer
    Keymaster

    Oh oh! I take it away from recommendations for now and move to the Todo list.

    in reply to: Deco #6576
    Tom Sawyer
    Keymaster

    Ah yes, the “Ikea mod” with all the nice and neat things from the North.^^
    I always wanted to make this.

    in reply to: Editing one’s previous posts #6575
    Tom Sawyer
    Keymaster

    It was set to 60 min but is removed now. I think we are all mature people who don’t need to be limited in this way. The “Edit” button is found top right of each post.

    in reply to: Crash DS Jetty and Bridges #6568
    Tom Sawyer
    Keymaster

    It would indeed make sense. Turfhouses on Iceland were sometimes built using driftwood but it was for sure only improvising and not working for something else than simple dwellings. The driftwood collectors in DS jetties are way to strong and counter the seafarer idea.

    To adapt these complex mods as well working additions that support the North instead of being just more stuff to build is not simple. Same difficulty is with the fishing gear or the food-water for example, where it needs decisions how to adapt them.

    in reply to: Testing DS Jetty and bridges and North 7 #6561
    Tom Sawyer
    Keymaster

    I reduced the maximum size of lightboxed images so they now better fit in screen. Can be you need to refresh the site for it (Ctrl + F5).

    Arrows to switch through all images of the post is a nice idea, I made a note for later.

    in reply to: Crash DS Jetty and Bridges #6558
    Tom Sawyer
    Keymaster

    Yes, this problem was reported some time ago. It is caused by a wrong building UI where one material slot is missing. If you don’t click the building site until it’s finished, you don’t get a crash because the UI is never shown. I was looking into his jetties mod and found many more issues. Nothing that crashes the game but inconsistencies. Same with DS townhouses and others. I want to rework my patch files to make DS content more balanced in the North, also in terms of building costs. I delayed it because it will make more sense when I introduce the timber chain, but also because other projects got in my way.

    It is good you test DS mods, I follow it for now and will work on it later. Please always below the North because on top it would not work at all and the results would not help for patching.

    in reply to: Hunting Spot color #6520
    Tom Sawyer
    Keymaster

    What can help finding hunting spots is the mini map, since they are seen there as yellow points on green ground (probably helps only with good sight) but also switching through hunting workplaces in profession window.

    For your wish I can make a simple texture overwrite with something more reddish that has a higher contrast to green and white.

    What I had in mind some time ago was a “goto button” for hunting spots in same toolbar right next to the hunting spot. But this would only lead to the oldest spot placed.

    Tom Sawyer
    Keymaster

    Yes, starting over is probably the best way.

    In general, I recommend to go North with the pure mod and to add only its own tweaks if needed and content mods for additional buildings that are known to work well like those from compatibility list and from my own single or preview mods. Also most of Kid’s housing mods you had in your list should actually work without problems. Tweaks made for other mods such as Quiter Livestock, I would not use here because it would overwrite the Nordic ambient sounds which are not just quiter but completely reworked.

    in reply to: Inedible Foods #6515
    Tom Sawyer
    Keymaster

    Moin! Das können wir gerne machen.

    Here is a simple patch that turns Pit Houses into specialized food storage. It has to be placed on top of the North. You can add the mod to a running game but existing pit houses need to be rebuilt for this change.

    PitHousePatch.zip (3 KB)

    in reply to: Taverns #6507
    Tom Sawyer
    Keymaster

    Actually or from what we think to know, people are forced to gather food in a market if available instead of any food storing location like a barn or tavern. If they do it still also in the tavern, I think it might not work for any other market but the original “market.rsc” or decided via an existing happiness section and not marketlocation section, so the market would not keep people away from the also happiness providing tavern when looking for food. We can do some test here too.

    in reply to: Stockbreeding Labor Output #6506
    Tom Sawyer
    Keymaster

    It did not run long and was only to check if the game calculates any shorter offspring term which it does not. I agree that a constantly worked pasture has a higher output because what we said and if the stockbreeder is not much present due to bad location than the pasture probably pauses breeding sometimes at max capacity.

    So that’s the conclusion I think, that pastures can be micromanaged but with a full-time worker it will produce more in long term.

    Tom Sawyer
    Keymaster

    Your mod list is a little bit messy. :)

    I would try to save your game just by moving the North mod on top of all the others. Only the Nordic no smoke mod should be above if needed. This will resolve a lot of confusion caused by these patches, tweaks and mods with often included CC files. They also can or should be taken out but below, they at least don’t do much.

    Tom Sawyer
    Keymaster

    “… where is the hotel?” =)

    I was wondering how you manage to make those tourists starting with sheep, but of course they find them on the way. That’s going to be a very nice story, too.

    The bags I don’t know, maybe to make them a little bigger and brighter linen sacks. Or indeed colorful made of rags. Or adding a stick like carried over the shoulder.

Viewing 20 posts - 61 through 80 (of 421 total)