World of Banished

Conversations => General Discussion => Topic started by: Gatherer on September 30, 2018, 10:25:30 AM

Title: Random questions about gameplay and game mechanics
Post by: Gatherer on September 30, 2018, 10:25:30 AM
I'd like this topic to serve as a quick questions and answers place. Just random tidbits, crazy ideas and general stuff about the game and how things work. Primarily aimed at modders since they know best what and how much is possible to implement.


Let's start:

Is it possible to set a random item to weigh zero units?

Is it possible to set a mine that produces more than one resource to become unusable if just one of these resources is depleted?
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on September 30, 2018, 10:52:11 AM
Quote from: Gatherer on September 30, 2018, 10:25:30 AM

Is it possible to set a random item to weigh zero units?

Is it possible to set a mine that produces more than one resource to become unusable if just one of these resources is depleted?

both no
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on September 30, 2018, 01:22:15 PM
Thank you.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on December 10, 2018, 02:18:09 PM
Are the game files that define how much stone and iron are spawned at map start accessible to modders?


What prevents stone and iron to be spawned in smaller streams on the map?
Title: Re: Random questions about gameplay and game mechanics
Post by: Tom Sawyer on December 11, 2018, 04:50:35 PM
Yes, it can be defined how much iron and stone is spawned on the map @Gatherer. It can also be spawned in streams but not collected from there since people don't go into water for that.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on December 12, 2018, 12:39:17 AM
Thank you.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on December 30, 2018, 12:19:11 AM
We know that vanilla tombstones can be altered to show crosses, zombie hands,...

Can they be altered to not show at all (replaced with an invisible sprite)?

Can a draggable footprint be made ghosted?
Title: Re: Random questions about gameplay and game mechanics
Post by: kid1293 on December 30, 2018, 01:41:01 AM
Yes, tombstones can be invisible. Depends on how you make model.
You can have a standard tombstone 50 feet down in the ground and
it is invisible. Or just an empty cube with no texture.

Dragable footprint are all about how long and how wide.
Ghosted means setting length and width to zero.
Those values are exclusive. It won't work.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on December 30, 2018, 03:31:37 AM
So an overlap technology cemetery with a fixed size can't be done?
Title: Re: Random questions about gameplay and game mechanics
Post by: kid1293 on December 30, 2018, 04:02:09 AM
Placement of tombstones are calculated on the size of the cemetery.
A fixed size is possible but a ghosted fixed size is not.

Theoretically you can have a fixed size cemetery all decorated
and for each new death an invisible tombstone that disappears
very quickly. Nice solution to problems with space.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on December 30, 2018, 05:04:35 AM
Thank you.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on January 25, 2019, 04:00:41 AM
Questions about vanilla bridge:

Do we have access to the numbers at what height it is? And to the numbers at what height the bannies pass over it?

Can it be lowered under the ground but still usable by bannies by changing the start and end to resemble a tunnel entrance?



Also a question for @RedKetchup : What is the height difference between the lake water height and your open pit mines lower level height where bannies mine?
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 25, 2019, 12:13:54 PM
Quote from: Gatherer on January 25, 2019, 04:00:41 AM
Questions about vanilla bridge:

Do we have access to the numbers at what height it is? And to the numbers at what height the bannies pass over it?

Can it be lowered under the ground but still usable by bannies by changing the start and end to resemble a tunnel entrance?



Also a question for @RedKetchup : What is the height difference between the lake water height and your open pit mines lower level height where bannies mine?

the height is determined by the model and doesnt have anything to do with the boat.
you can even do a model of a tunnel that pass under the river.

the water level is set at -0.5 tile below ground level.
my quarries go to -2 tiles deep
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on January 25, 2019, 12:56:04 PM
So then it is possible to have an island that is only connected to land via such underwater tunnel? And boats will pass over it?
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 25, 2019, 01:26:04 PM
Quote from: Gatherer on January 25, 2019, 12:56:04 PM
So then it is possible to have an island that is only connected to land via such underwater tunnel?

yes. in fact it is not a tunnel but a bridge. but the model would be like a tunnel. i dont know if it makes sense.

Quote from: Gatherer on January 25, 2019, 12:56:04 PM
And boats will pass over it?

that ... we never knows. i have a dock low bridge for boats.. and once every 2 bridges it work and dont work :P go figure.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 25, 2019, 11:14:39 PM
so i did some tests....

there will be some adjustments to do like: dig a long hole and fill it with the celling of the tunnel because citizens dont use MY floor but the seabed floor and we see them walking through the water...
My floor was -10 tiles below the ground level, so a lot lower than seabed floor.

but the boat worked fine :)


Edit : i made it as a traditional click and drag as normal bridge (auto scaling) as same cost price as a tunnel.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 26, 2019, 02:25:45 AM
i am spending some more time presently since 1-2 hours to make better model, enough good to be part of RKEC patch 1.3 :)
i am compiling presenlty to see in game.... so i will see how it goes with the digging :)
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 26, 2019, 02:50:55 AM
gah , it crashed. i think doesnt like the digging :(
doing more tests
Title: Re: Random questions about gameplay and game mechanics
Post by: Discrepancy on January 26, 2019, 02:54:18 AM
Yeah I have tried this a year ago and was getting crashes also from something when I tried to send the citizens under the seabed floor. But what you have done looks good so far.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 26, 2019, 03:02:40 AM
Quote from: Discrepancy on January 26, 2019, 02:54:18 AM
Yeah I have tried this a year ago and was getting crashes also from something when I tried to send the citizens under the seabed floor. But what you have done looks good so far.

but... but... we are better than a year ago :)
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 26, 2019, 04:30:58 AM
yeah it still doesnt want to send the citizens below the seabed lol

the other question: didnt understood what you meant
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on January 26, 2019, 04:50:21 AM
Thanks for taking time to test this idea Mr. Red.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on January 26, 2019, 09:21:19 AM
to paint the raised terrrain can be done. you can use the grassy roads mod and build and then fill in around the buildings with the roads.if you have CC,there is colored tiles that you can use. you have to paint 1 tile at a time but you can build over these colored tiles.  the graasy road mod has several grass options. a pasture,verdant grass,and a  lusher grass,plus some others.these do look good with the RK terrain.they blend quite well. you should be able to find the grassy road mod from the CC site.

   
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on January 27, 2019, 09:26:48 AM
Quote from: Gatherer on January 26, 2019, 04:50:21 AM
Thanks for taking time to test this idea Mr. Red.


there no improvements at all. i tried hard. i dont see the purpose of it if we still see the citizens walking on the seabed.
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 02, 2019, 04:28:58 AM
@RedKetchup Could you still release the non-crashing version as a standalone mod? Perhaps I can find some use for it in one of my towns.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 02, 2019, 02:06:51 PM
gimme a couple of days :)
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 02, 2019, 02:55:11 PM

Quote from: RedKetchup on February 02, 2019, 02:06:51 PMgimme a couple of days :)

OK :)
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 02, 2019, 03:21:35 PM
Is the lake floor height accesible or is it hardcoded?




Crazy thought: Is it possible to set the citizen walking plane with an underground tunnel model to be higher than camera view at maximum zoom-out? So that they would travel so high up in the air we would not be able to see them and give the illusion they are actually travelling through the tunnel?
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 02, 2019, 03:50:09 PM
you will still see them going up and fall.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 02, 2019, 04:39:54 PM
poor bannies. now gatherer wants to drop them from space with no parachutes  ???
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 03, 2019, 03:01:05 AM
Quote from: RedKetchup on February 02, 2019, 03:50:09 PM
you will still see them going up and fall.


Yeah, I was afraid you'd say that. :(
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 08, 2019, 07:02:47 PM
I just want to THANK YOU ALL for the amazing work you've done, both on making new mods and answering questions for newbies like me!  ;D I got hooked last year, then got frustrated (because I didn't know about these forums) and gave up for about six months, and now I'm hooked again.  ;D I love many of the mods I've downloaded, though I have a very old desktop and after adding about 4 mods, the game has slowed to about 1x, even when I have it on 10x! I've just gotten into habit of doing dishes or other small tasks while the game takes its sweet time.

I do have one question: why can't I get the "Split" button in the Pasture to work? I have the max. number of animals, would like to split to two pastures, have an empty pasture... but the button stays dark, unavailable. If I lower the slider number, that just slaughtered the animals... what is the Split secret?
Title: Re: Random questions about gameplay and game mechanics
Post by: Abandoned on February 08, 2019, 08:04:53 PM
@CathyM To Split the pasture animals there must be 10 animals or more in the pasture.  An 8'x8' pasture holds 10 chickens, 10 sheep need 160 sq ft pasture (10x16) and 10 cows need 200 sq ft (10x20).

Big mods like CC and RKEC will slow down old desktop, you will not want to use them together, RKEC has a light version if used alone may work better.  I group of small mods at a time may work best for you.  :)
Title: Re: Random questions about gameplay and game mechanics
Post by: Nilla on February 09, 2019, 04:32:34 AM
@CathyM, there are a few other "tricks" or help, to make the game a bit faster. My old computer wasn´t very good, I even had issues with an unmodded game, so I´ve learned some ways. First, use small maps, there´s a big difference in speed between a big and a small map. There´s also an old mod, that takes away the smoke. It speeds things up as well. I also do agree with @Abandoned, to use a group of smaller mods, rather than these big ones.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 09, 2019, 04:41:12 PM
Thanks, Abandoned and Nilla! I hadn't realized the split only worked on 10 plus - wouldn't ya know I've only had space for 9 of something.  :-\ And thanks for the hint about the small map - I'm so greedy, I go for the huge maps (in Civ, I need all that space to stay away from enemies  ;) ) but of course I'm not using that space.... I'll try it again on small...
Title: Do stone roads use stone to make?
Post by: CathyM on February 09, 2019, 04:44:40 PM
Maybe it's a dumb question, but I don't want to use up a stock of stones just making nicer roads, so do stone roads need stone to create?

Also, is there any way to get the builders NOT to all go for the roads FIRST? I want to mark where a road goes, so I don't build on it, but as soon as I put the dirt road, ALL the builders run over and work on it...  ::)

Thanks in advance! This newbie is really grateful you're here.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 09, 2019, 05:25:34 PM
to get nice roads , you need stone (or bricks in certain mods).

the job of a builder is to build something. they need buildings to build :) thats the only way to occupy them :)
they will switch to road if anything else.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 09, 2019, 06:39:25 PM
the road issue is mod related. what main mod do you use? my builders did roads last unless they are waiting for materials.  seems with CC the builders did have a priority to do  roads.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 10, 2019, 11:50:12 AM
This "road priority" seems to be happening both on the plain vanilla game and the tiny medieval town mod... ALL the builders run to whatever road I've just outlined, no matter what other buildings are waiting. I did notice it happened to at least one of the YouTube video players - he didn't comment on it, but it seemed to also be true - roads FIRST, then whatever... I've been playing a couple hours daily for the past week, and it's consistent. Even when I try the Priority button and highlight a building...
Title: Another question about builders
Post by: CathyM on February 10, 2019, 11:54:58 AM
Hmmm... these builders seem to have minds of their own  :-[ Another issue I'm having is that they will build the building IN town before the one in the boonies, even if I mark the outer one Priority, and EVEN IF I have assigned 0 workers!! Really! I've got a photo of a builder just about finished a house that is marked 0 of 2 Builders. So the Priority thing only works intermittently, and I have to pause any in-town building if I want something in the hunter complex built.

I've seen this in the basic, no-mod game and also in the current one (tiny medieval, more fish, more rock, more venison - okay, I'm a wimp  ;) )
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 10, 2019, 03:37:34 PM
maybe a referendum ?
Title: Re: workers dropping resources nowhere
Post by: CathyM on February 13, 2019, 08:46:51 PM
I'm really pleased that I've gotten my town up to about 250 bannies! I know that's not much, and I'm cheating with the extra resources mods, but I'm doing that so I can learn the ins and outs w/o major disasters... anyway, I'm still seeing weird visual glitches that make me wonder if they are JUST visual. EX: I saw a laborer drop a keg of ale on a building site - did the keg vanish?? Did I lose a keg to that crazy worker?? And I'm getting lots of similar visuals - picking up resources, then dropping them in the middle of nowhere, and apparently that batch is lost, because no storage is augmented with that - sometimes stone or wood, sometimes crops... is this a known bug? It's happening in the vanilla version, and with several combinations of mods. I have Windows 8, in case that helps to know. It's just really frustrating to try and "manage" a town where things seem to be vanishing into air.
Title: Re: Random questions about gameplay and game mechanics
Post by: Nilla on February 14, 2019, 03:51:50 AM
I´m pretty sure, that these "dropped" items eventually will be picked up by someone else. Does this happen often to you? As far as I´ve seen, it´s pretty rare. It happens but is not the "normal" Banni behaviour. (Is there a normal Banni behaviour? :-\ ;) ) More common is that they carry around something, you really need "forever" across the map, doing lots of other things before they finally decide to put it on the right place.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 14, 2019, 05:06:30 AM
bannies can have many things in their inventory. the game will only show you 1 item graphically. and it is not always the most pertinent one.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 16, 2019, 05:56:12 PM
It happens to me constantly!! And they are definitely dropping off, not just picking up. I've seen the picking up and that there are diverse items but only one showing. I've had my inventory open and watched all the surrounding storage units and watched that worker... the stuff just disappears. I'm starting to think it's a bug because I'm also getting erroneous amounts listed on my overview screen - the Town Hall says I have no leather, but Overview says 219! So it's getting really hard to plan for things and know what I have... that part is frustrating... and now a new glitch- the Hunter cabin is reporting Stone picked up(?) and Tavern is reporting Ale and Eggs (!?)... so the inventory function seems to be getting messed up by some mod. I'd added New Flora, and Grouse (Tanypredator) and the grouse mod caused my extra Hunter mod to stop, even when Hunter is at the top - the deer are still there in obscene numbers, but the hunters just hunt game - which destroys my leather coat and venison exporting - I dropped that in my latest game and the hunter extra came back just fine... but no matter which combo of mods or none, I'm still having the vanishing inventory issue. The "extras on overview" issue seems to be one of the mods - I didn't have it on plain vanilla game... I hope any of this makes sense - I'm such a newbie that I don't exactly know how to phrase things. But I sure am enjoying all these fun mods!! And the extra food allows me to learn the dynamics of the game w/o all the deaths, which break my heart.  :-\
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 16, 2019, 07:09:12 PM
you say you have leather but none in inventory. is it in a workshop being processed? these items are not counted. the inventory only counts what is in storage.just like if you take rice at the TP.it will not show in inventory if it is already being sent to a rice paddy. as for the hunter showing stone,that is normal. as bannies are reassigned by the game,they will carry items with them. often a field will say x amount of 1 crop plus the main crop of that field.tavern depends on which 1 and what it can produce.could also be related to the worker changing jobs.if you have a hunter hunting "game" be sure it is not a trapper.

    you are correct that mod orders can be touchy.there are outdated very old mods that can bring some strangeness to the game. did you check the tips pages for help organizing mod orders? many will tell you to start with a few mods and then add to it. this does help nnarrow down issues. if you add 3 mods and issues come up,you know it is in those 3 mods.when it is lots of mods,erros do get missed.

    i am curious to hear more on the vanishing inventory issue.i do hope you can locate the items and it is not a glitch.it is 1 thing if a bannie or 2 drops an item now and then. it is another if it is being done frequently by many. 
Title: Re: Random questions about gameplay and game mechanics
Post by: Oenanthe on February 17, 2019, 01:45:52 AM
Since mine updated to include all the extra tags I've noticed a few oddities.

I normally use CC and RK's NMT mods and it now appears that some items won't go into the barns from NMT barns, beeswax was the one I first noticed it with, then pearls, I built the specialised CC barns and that solved the problem, I then tried the standard CC barn and that would also accept the items, it just seems that the update has confused things between the two mods.  Could you be having a similar problems with your disappearing items, they are getting made, but the bannies have no where they want to take them.

Also with regards to the leather problem, if the overview is what I'm thinking it is, it also includes feathers and reeds as well as leather, wool, and cloth, so it could be worth checking how much of those items you have in stock it could answer the question.

Now if I could just find a way of reminding my bannies that sheep and llamas need shearing as they seem to have forgotten about it and that orchards need to be harvested in the Autumn not the Spring and certainly not ignored all together.

I have a feeling i am going to have to wipe my mods selection clean and start downloading them all again.
Title: Re: Random questions about gameplay and game mechanics
Post by: Nilla on February 17, 2019, 01:47:53 AM
I think @brads3 had explained some of your glitches, I can also add a few things.

Your townhall inventory says no leather but the overview says 219: The overview doesn´t show leather, even if the sign is a hide, it shows textiles, which also includes other textiles like wool, flax, cotton.... dependent on which mods you have.

As Brad says, the reassigning of occupations makes that small amount of odd products is shown in most production sites. In addition to this Taverns has a known glitch, you can see this also in an unmodded game: they are occasionally used as barn, especially for food. This is annoying and may reduce the productivity of the tavern, because the brewer had to carry these products to a real barn, before he can start to produce. You can reduce the effects if you always have a barn with enough capacity close to every brewery.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 17, 2019, 04:41:57 AM
Oenanthe, the NMT is 1.06,CC is 1.07. they use different flag limits on some items. you need the CC compatability 1.07 mod added to your order to solve this.it bridges the differences between the 2 versions.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 17, 2019, 08:33:46 PM
Thanks, all, for your advice and suggestions for my odd inventory issues - Brad, I hadn't seen the mod ordering topic, so I checked that out. Thanks! It'll give me a place to start debugging. I think I have less than 10 mods, so hopefully I can figure it out.  Actually, my issue was the opposite - I DIDN"T have leather in the workshops or trade building, but inventory screen said I had 219! So it wasn't backing the number down once they were taken out and used.  I am pretty sure I checked the various places that items could be, and ruled out them being in workshops or even on the ground (I know that when they're on the ground, not yet in a stockpile or barn, they don't count in inventory.)

Nilla, I hadn't realized that leather wasn't just leather... I just discovered that today... so that's good to know. And I didn't realize about reassigning jobs... I'm doing that a lot, especially at the beginning... I had never connected it to what I was finding in the buildings.  :-\ Now I know... And I didn't know that taverns sometimes are used as barns!

It's encouraging that some people have so many mods!! So they must be mostly compatible, and that's good, because I already love so many of these new variations!
Title: Re: Random questions about gameplay and game mechanics
Post by: smurphys7 on February 18, 2019, 12:13:18 AM
Builders only do the "Building" aspect.  Laborers clear a building site of Trees etc.  Laborers bring the required materials to the building.

Generally, Builders often have no functioning "Builder" jobs.  Anyone whose job doesn't work for any reason acts as a Laborer.

Even if you have placed like 50 buildings your Builders have no "Builder" jobs until Laborers have cleared the site and brought the materials.

Roads are ready to go.  As soon as you place a road the "Builders" have a Builder job and prioritize it.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 18, 2019, 12:44:00 AM
yup it is NOT the builders' job to clear and bring material to the housing building site. thats laborers' job
Title: Re: Random questions about gameplay and game mechanics
Post by: rkelly17 on February 18, 2019, 12:33:13 PM
Don't forget that builders will work on roads if you have laid any out while waiting for other assignments. How many times haven't any of us gotten burned by builders way on the other side of the map working away on roads we forgot we laid out in planning when we really wanted them to be RIGHT HERE, RIGHT NOW working on whatever we wanted to build?
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 23, 2019, 12:04:05 PM
Thanks, smurphys7 and rkelly17 - that's a point I probably don't pay as much attention to. I know that builders act like laborers when there's no enough materials at the site yet, but I hadn't considered that roads are "set to build" while the housing is waiting for materials! I'll try to curb my urge to lay out roads until there's a real lapse in building...
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 23, 2019, 09:07:09 PM
Well, I'm more certain than ever that I have some kind of resources/inventory glitch. :( Just now I watched as a flax crop got harvested - 109 plants... and not ONE of them them showed up at the town hall!! I took a photo to document it - that's a LOT of resources that just "disappeared"... and I'm still getting workers apparently just dropping things off in the forest, then going back to work - and meanwhile that resource is gone... I don't want to work myself into a tizzy over this, but it's almost not worth playing if my planning isn't worth anything to the outcome.  :'(
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 23, 2019, 09:34:03 PM
are you playing with both KID's new hunt grow mod and the RK combined? what is the exact mod order? did you run a debug test on the inventory and make sure eberything is functioning? at what year are you having all these issues?
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 24, 2019, 12:40:06 PM
I just tested it on the plain vanilla game and I'm having exactly the same problems  :-[ I just saw two laborers pick up stone, walk it to the middle of the forest, bend to pick up more stone, then the stone vanishes, they have tools in their hands and off they go! No stone placed on pile or in records. This was about year 3 but also happens (as I've mentioned) in later years (10) with a combo of different mods.

How does one go about debug test? I will look in topics for instruction... I haven't known there was a formal tool for that... I keep the barns and piles open on screen and watch to see what effect the laborers actions have... that's a very kludgy way to do it and if there's a better way, I'd be glad.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 24, 2019, 12:42:36 PM
Okay, I just found the Debug Menu mod... I will install it and try it... let me see what happens.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 24, 2019, 12:47:18 PM
Well, DRAT!! The Debug menu doesn't show up, either in a new game or in a loaded one!  :-X I see it in Mods, and enable it, and even save and exit, and reload - it's there in mods... but no bug icon shows up in the menu!! Now what??  :(
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 24, 2019, 02:12:51 PM
Quote from: CathyM on February 24, 2019, 12:40:06 PM
I just tested it on the plain vanilla game and I'm having exactly the same problems  :-[ I just saw two laborers pick up stone, walk it to the middle of the forest, bend to pick up more stone, then the stone vanishes, they have tools in their hands and off they go! No stone placed on pile or in records.

Did you check citizen inventory tab? Perhaps they were still carrying it while doing other tasks.

About flax: Perhaps it was put into storage and then picked up by the vendor who died of old age while carrying the stuff. If that happens the flax is removed from the game.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 24, 2019, 02:22:47 PM
Quote from: Gatherer on February 24, 2019, 02:12:51 PM
Quote from: CathyM on February 24, 2019, 12:40:06 PM
I just tested it on the plain vanilla game and I'm having exactly the same problems  :-[ I just saw two laborers pick up stone, walk it to the middle of the forest, bend to pick up more stone, then the stone vanishes, they have tools in their hands and off they go! No stone placed on pile or in records.

Did you check citizen inventory tab? Perhaps they were still carrying it while doing other tasks.

About flax: Perhaps it was put into storage and then picked up by the vendor who died of old age while carrying the stuff. If that happens the flax is removed from the game.

if usually fall on the ground where was the citizen.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 24, 2019, 02:24:30 PM
Oh... there's a citizen's inventory tab?? how embarrassing... :-[ I guess I still have a LOT to learn about this game.  :-\ But nix on the death - I am tracking that, and it's only year 4, and no one has died.  I'm trying to look at this when the population is small and there's only the one barn and a couple stock piles... otherwise it'd be impossible!

RK - if it fell on the ground, it did so invisibly... there's no item showing on the ground when they walk away with their tool, after bending to set it on the ground. Do they know to come back and pick up invisible items?

Thanks again for all the help, everyone!
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 24, 2019, 02:42:36 PM
Oookaay... is my face red - yes, it seems that bannies walk around with an extraordinary amount of goods just tucked in their pockets!  :P I followed several of them with open Inventory tabs and they walk all over the place, picking up, looking like they're putting down (but they don't), and in one case of the fishermen, they fish, take up boxes which "disappear" (but they're carrying 5 more fish) and go back to fishing - often 3-4 times more, before they finally head to the barn! So that seems to take care of my inventory gap...

I still don't know why the Debug menu won't show up in the game, even if it's the only mod enabled, is on the top, and I start a new game... but that's a different question.  :-\  Thanks, everyone!
Title: Re: Random questions about gameplay and game mechanics
Post by: Gatherer on February 24, 2019, 03:19:53 PM
Quote from: CathyM on February 24, 2019, 02:42:36 PM
Oookaay... is my face red - yes, it seems that bannies walk around with an extraordinary amount of goods just tucked in their pockets!  :P I followed several of them with open Inventory tabs and they walk all over the place, picking up, looking like they're putting down (but they don't), and in one case of the fishermen, they fish, take up boxes which "disappear" (but they're carrying 5 more fish) and go back to fishing - often 3-4 times more, before they finally head to the barn! So that seems to take care of my inventory gap...

Yeah, I follow them too from time to time while checking their inventory. I see some weird stuff sometimes. Hunters carrying iron fittings, kids carrying fertilizer, herdsmen with iron ore in their pockets,... ???  It has to do with how jobs are assigned by the game (once per month).


Quote from: CathyM on February 24, 2019, 02:42:36 PM
I still don't know why the Debug menu won't show up in the game, even if it's the only mod enabled, is on the top, and I start a new game... but that's a different question.  :-\  Thanks, everyone!

That's weird. Are you looking in the right place? It should be in the Tools and Reports (F2) sub-menu not on the main panel.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 24, 2019, 03:26:11 PM
on the main menu toolbar there should be a new icon. the last icon is the debug menu. when testingmods it is handy. you have several buttons on the debug. 1 is a star that enables you to see everything loaded in the game via the inventory. this can help show up some conflicts like double tagged items,items missing,etc. also if you do have a building issue,you can use it to test and fix. the debug allows you to place buildings instantly without the bannies building them.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on February 26, 2019, 02:16:01 PM
The debug icon doesn't show on the main menu (I saw a photo of it in someone else's question, and I don't have that bug image). I will try F2 to see if that brings it up... thanks for the suggestions.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on February 26, 2019, 02:38:04 PM
my debug is on the main bar, the original one, made by someone else like 4 years ago... it stands at the end of Tools and Report toolbar.
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on February 26, 2019, 02:51:09 PM
is the mod showing p so you can enable it? i am wondering if 1 of those odd mods you have are messing with you. i would experiment by removing that hunting mod. i did have odd things with crops happen when using the banished plus. sometimes a mod has what i call piggy backed coding. code that does things beyond what the mod is intended to do.

   if you have tried many mods, i would delete the game registry. some older and odd mods can get stuck. even after being removed, they can cause odd issues.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on March 01, 2019, 08:11:09 AM
Thanks, Brad -
I'm not sure what the game registry is - is it under the Banished folder in Windows? Or somehow within the game itself? I'm still not seeing the DeBug mod, even in a plain vanilla game, even with DeBug on top! I'm using Windows 8.1 - anyone else finding this problem?
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on March 01, 2019, 08:42:46 AM
from the  windows start icon, type in regedit. open and scroll thru to hkey current user,software,shining rock,banished. to the right will be a list of files. delete all that start with MOD.you will have to re enable and organize the mod order. since the debug isnt showin in game i wonder if it is blocked by a mod that you may have tested before.if it shows to enable then it should show in game. under the gear tool and reports icon should be a beetle to the far right.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on March 03, 2019, 12:38:06 PM
Thanks, Brad - I will try that (cautiously).  :-\ The mod does show up to be enabled, but then just doesn't appear in the game. That's even when I start a new game after enabling and putting it on top, not just when I load an old one...
Title: Re: Random questions about gameplay and game mechanics
Post by: galensgranny on March 03, 2019, 02:50:45 PM
Cathy, have you cleaned out all the temp files on your computer?  If not, maybe, possibly that would help.  I assume you have restarted your computer since having added the debug.  I have no idea if restarting makes a difference with things not showing up in a game, but I find it does for me sometimes with various things not working so well in general, not specific to Banished.
Maybe delete that Debug file, and download it again, in case it was a corrupt file.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on March 18, 2019, 06:26:47 PM
I got Debug to show up! I suppose restarting the computer did it... and I hadn't realized that Debug is like the biggest "cheat" in the world! I see that in order to test things, you'd have to make situations quickly, but it's really tempting to just add logs or food or clothes to the storage, or quickly plunk down a barn if needed... I'm trying to resist.  ;)
Title: Re: Random questions about gameplay and game mechanics
Post by: galensgranny on March 19, 2019, 07:37:23 AM
I am glad you can now see the Debug menu, Cathy.  Restarting the computer, especially if you have not done so in days, will often get things working well again.  The more you use the computer, go online, the more "junk" that winds up in temporary storage, and sometimes some programs you closed didn't quite close as they should.  It takes Banished longer to load for me if I haven't restarted my computer in a few days, after having been using all those days.

Yes, the Debug lets you just plop things down, add food etc.  It is great when you are just wanting to design a town for looks only, not caring around actually playing the game.
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on April 04, 2019, 08:54:32 AM
I have been enjoying playing Banished as a break from my tasks and worries, so I am glad when I can avoid a failure in the game, and just enjoy watching the little bannies scurry around and live their tiny lives. :-) And having the Debug allows me to learn some of the complexities without having to start over because suddenly everyone starved to death, for example. I'm still trying to figure out the best town configuration... I'm not good at organization and I hate to destroy a building just to build something better, so my towns are still "organic"... but I'm learning!  :)
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on April 04, 2019, 09:06:56 AM
the important is... to have fun :)
Title: Re: Random questions about gameplay and game mechanics
Post by: brads3 on April 04, 2019, 11:32:52 AM
now,now don't overuse the debug. it can become a crutch. it can be a handy tool or a cheat.

      there is no "best configuration."  with so many mods each map is different and has its own personality.  even without changing terrain or climates. the trade merchants bring different stuff. so many random differences from 1 map to the next. everyplayer has their own style. we all use different mods and have different ideas. that too can change over time and varry from map to map. that makes the game more fun since it is always changing.
Title: Re: Random questions about gameplay and game mechanics
Post by: rkelly17 on April 04, 2019, 03:18:52 PM
Quote from: CathyM on April 04, 2019, 08:54:32 AM
I have been enjoying playing Banished as a break from my tasks and worries, so I am glad when I can avoid a failure in the game, and just enjoy watching the little bannies scurry around and live their tiny lives. :-) And having the Debug allows me to learn some of the complexities without having to start over because suddenly everyone starved to death, for example. I'm still trying to figure out the best town configuration... I'm not good at organization and I hate to destroy a building just to build something better, so my towns are still "organic"... but I'm learning!  :)

When I was first playing Banished one of the most helpful things I ever did was watching a "Banished Strategy and Tactics" series by YouTuber Pinstar: https://www.youtube.com/watch?v=QetaaJhVYLQ&list=PLrmmPKYXqaFacM-rJKB4ak3xfQuWzh20U

His series is from pre-mod days and so isn't always applicable today. Nonetheless, he gives an excellent way to start any map on hard. Since I began using his startup I have never starved a poor innocent community to death. Run out of tools because I wasn't paying attention, yes. Had a plague because I forgot to build a hospital, yes. Other crises based on not paying attention to everything I needed to, yes. But starved everyone, no.  ::)

My approach is to think of a map as a "county" rather than a town and create several villages and clusters rather than a single town. Each village centers around a market and has a woodcutter, blacksmith, tailor church and cemetery along with a number of houses. Clusters are more specialized--maybe a hunter/gatherer/forester/woodcutter cluster with enough houses to staff all; maybe a farm cluster with fields, barns and houses; maybe a mining cluster, maybe a livestock cluster. I have certain things I try to do, but often one must let the map speak. For my money the most beautiful towns are those by @Paeng. I can only dream of ever being that accomplished at design.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on April 20, 2019, 12:00:36 PM
the thing happended at that moment, i lost my saved model i did at some point. I didnt want to redraw new buildings/towers entirely.... i gave up.

sorry.
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on April 20, 2019, 03:27:04 PM
yeah thats sad, i lost many hours of modeling. got bummed
Title: Re: Random questions about gameplay and game mechanics
Post by: donwolfkonecny on April 22, 2019, 12:43:52 PM
What is the way to learn about modding? I look and didn't find something online except the Shining Rock stuff for 1.04 which I assume is mostly out of date.
Title: Re: Random questions about gameplay and game mechanics
Post by: Jinxiewinxie on April 22, 2019, 12:49:00 PM
I started by following Discrepancy's tutorial (http://worldofbanished.com/index.php?topic=1216.0) for making a little house- it helps you understand the modelling process and then the code part as well. Its a good "starter" project to work on. When I'd run into issues, I'd do a search on the forums here for like "smoke" or "footprint" (=

There's also threads around for making your own toolbar entry for the Community Toolbar and adding 1.0.7 storage flagging (new limits). Just hop in and get ready to mess up, heh! Being sort of lost is half the fun =)
Title: Re: Random questions about gameplay and game mechanics
Post by: donwolfkonecny on April 22, 2019, 01:05:19 PM
Thanks Jinxie! I will go down that rabbithole!!!
However I'm actually more interested in working with the rules, for example working with the happiness radius positive and negative and the different types of happiness influencers. Is there a similar training or tutorial for that?
And also how about seeds and infestation and adding seeds to traders.
Title: Re: Random questions about gameplay and game mechanics
Post by: Jinxiewinxie on April 22, 2019, 01:37:44 PM
So Happiness is just a sub-set item you call up in a template, so if you get the Modkit installed, you should look at the Chapel, Trading Post, Tavern, Well & Mine template files. They each have something like this included:



HappinessDescription happiness
{
HappinessType _happinessType = Spirit;
bool _requireWorker = true;
int _idleRange = 3;
}

RadiusDescription radius
{
int _radius = 35;
// MaterialInstance _decalMaterial = "Terrain/TiledDecals/SelectAreaMaterial.rsc";
}




In this example, from the Chapel, you can see there's a radius of 35 created and it doesn't show its color because the code has the // for the decal of the circle bit that shows in game around some buildings. It gives people Spirit Happiness when there is a worker (Priest) there and people will mill around the building within a range of 3.

Here's what the IronMine's happiness section looks like:



HappinessDescription happiness
{
HappinessType _happinessType = Detraction;
}

RadiusDescription radius
{
int _radius = 30;
// MaterialInstance _decalMaterial = "Terrain/TiledDecals/SelectAreaMaterial.rsc";
}



Here you can see again that the decal for the radius is hidden, that its 30 tiles and that the Happiness it uses is actually a Happiness Remover. =)

If I wanted to make a new item, like a fountain and I wanted it to add happiness in a tiny circle, then I'd include that same Happiness code that's used in the Chapel code, but maybe make it a bit smaller and maybe change the Happiness type to Entertainment like the Tavern template uses.

Hope this helps, but really, once you get the Modkit installed and start poking around the different Templates and what they all call for (or don't), you'll have a fair idea of how to do things =)
Title: Re: Random questions about gameplay and game mechanics
Post by: CathyM on May 26, 2019, 09:01:10 AM
Yes, the important thing IS to have fun! I'm really enjoying the EditorsChoiceLite, RedKetchup - I can't do the bigger version because my computer is too old and small... but I add the Colorful houses mod because I just love them! But they don't really work over the corner stores or other shops - is there a freestanding mod that will allow me second stories for bannies? I tried the NMT30Multistoried housing, but it flashed red when I tried to combine it with EdChoiceLite... I hope there's a compatible mod, because I really enjoyed the Medieval Housing with 2nd and 3rd floors... I LOVE the new foliage, also! So much to learn in your mega-mod, but it's a lot of fun to discover how the chains work! ;D
Title: Re: Random questions about gameplay and game mechanics
Post by: RedKetchup on May 26, 2019, 09:06:08 AM
yes you can still fully use the multifloor with RKEC even if turn red.