News:

Welcome to World of Banished!

Main Menu

BRAD'S SETTLING of AMERICA SERIES:going north tests

Started by brads3, June 23, 2017, 08:32:48 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

embx61

Why should turning CC off affect the other seeds/crops in other mods?

All what can happen if some modders only added the rawmaterial files and not the crop meshes the stuff will be bought from a trader instead of growing it yourself.

I am pretty sure besides maybe some old mods from the other forum that 99% of the crop rawmaterials names are the same as CC.

Okay, you maybe will miss some crops/fruit trees but RedKetchup is currently working on a whole bunch of crops. :)

All my mods have all the grow stuff except for the Barley and Sorghum but I will add those soon to Production Set 1 as the sources are in the Laboratory and I am pretty sure kralyerg won't mind I will be using the crop sources :)

With CC turned off you really can do a good test with the The North Mod.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

brads3

not sure it will but i am used to having the crops.not sure what crops i would or wouldn't have then.yield and seed costs might be affected as well.the biggest concern would be if there is any conflicts that the CC and 2 compatibile mods override and fix.that might mean playing with the mod order.that is always fun.i have tweaked the order constantly since changing over to the 1.07.i had to to fix some production issues and icon issues.i still have some concerns with the balance.the herbalists seem to produce less than i expect.there are so many it takes time to get a good test of each 1.
            KID's theme icon works if the load is a certain way. it seems to be picky.i have adjusted a few times and yet still lose the icon.i have adjusted your mods also to fix the icons for the canals.they aren't big deals since the mods seem to work either way.i prefer not to have to reshuffle 100 mods,though.LOL.
   i agree the normal way to run the north is to turn CC off.if i ignore the iron issues and don't build that part of the north then i could have ran with it.hard to say how long it would run without any other issues.
   i primarily wanted to get NECORA's mods tested.my understandings of the gathering abilities he adjusted are somewhat different than the way it has been working. it may be that i needed the pine flora patch.though i am still not convinced.i should run this test and then do a test with the patch as well.

       one of the reasons i do this blog and run different tests,is to help new players. give them a chance to see different pics of buildings and toolbars.also if i find glitches and issues,mayb i can save them the hassle by pulling my own hair out.the pine mod brings soo much to the game and combined with the thatch and fodder does make the player work and think differently.i do wish new players would give more feedback sometimes.they is too quiet and leaves me to wonder if i confuse them instead of helping.

embx61

As for the Herbalist. The values are the same as Vanilla.

What probably happens is that mods what spawn other wild crops will probably take away from the total spawn space so less herbs spawn because of more items what spawn.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

brads3

that is possable.i didn't mean you herbalist,EB. i was talking in general.in fort settings i use the CC dock grower,so i don't know the others well enough to really compare them.

brads3

YEAR 3 AND 4

   i did manage to get rid of the pine chopper.there were 3 on the 1 spot.the pine tailor is built next to test it.to keep the builder and laborer busy,a stonebridge is built across the river.now that our food is showing progress,the rocks can be cleared from the forest.
      needing more storage,we decide to build the emporium. it will use up most of our iron but will store a variety of items.i knew it would take logs and most food. it also takes thatch and the new textiles.it also has a huge capacity. an old mod but very useful and well made.i notice it has issues with the sap that is un-edible.the vendor carries it back and forth and is in a loop since he can't deliver it.he seems to put the sap away but only for a second or 2.i do have a issue with RED'S wheelbarrow mod. the vendor drags the wheel barrow away from the emporium but wheels it back.kinda weird way of moving it.it flops around behind him.
    the forester has harvested 48 sap along with his 245 logs.i note our mushrooms,roots,and onions are at 0.nobody has harvested other than the laborers.our forest is not thick yet so there should be all items in it.as i expand i might try a vanilla gatherer between a pine and maple forest to see how good the collection would be.again this may be an issue from not having a patch,i thought the gatherers were more universal now.i actually thought the maple gatherer would have collected the vanilla items at start while the maple forest got planted and some growth to it.not an issue really but different than i had thought.i guess on some things the bannies still do whatever they want.they still have minds of their own.

pic 1:pine production for year 3
pic 2: year 4 pine production.note the way the vendor carries the wheelbarrow.

Nilla

Quote from: embx61 on June 24, 2017, 08:56:16 AM
Why should turning CC off affect the other seeds/crops in other mods?

I don't understand that either. OK you will have less crops to choose among but you don't use all of them anyway and even a vanilla game have several to choose among. But I know, you like to play with all your mod combinations and mod orders of. It's your thing, like the production numbers are mine and aesthetics @Paeng´s. Specialists on each our stuff. It's the way we are.  ;)

@Necora´s gatherers are all specialized on their stuff, so a maple gatherer will not bring much unless you put him in a maple forest. Even if the forest is full of onions and roots, he will not bend his back to pick one of them. What's changed from earlier versions, is that foresters also collect food and other resources, when it's located on the spot, where he wants to plant a tree. The same thing with laborers when they clear the ground.

And I have noticed too, that when the forest contains a lot of other things, the output of herbs gets less.

brads3

WB,NILLA.where have you been?hopefully having some fun. now we can argue.my understanding is the way NECORA ment for the mod to work is all gatherers would be able to cross-collect.in other words a laborer could pick up the pine mod items while clearing for buildings and a maple gatherer would collect roots along with the maple forest items.a vanilla gatherer in the maple forest should still pick up apples plus the original items.this is why i was excited to see the update cause this gathering ability is the main part of the upgrade.
     now my concern is do we need the patch to make this ability work?i started to wonder that when i ran into a problem with the 1st pine mod test<3rd under this blog>.aand i am still not sure.i already tried to reread some of NECORA's notes for alll of may too. it left me still scratching my head. a laborer did find rabbit fur and he was not working in a pine mod forest at the time. according to the way i read the flora patch,if it was required he would not have done that.
    i understand what you are saying. the way you describe it it works almost as it did originally but with a very slight change. my understanding is the mod goes father and does 2 things. 1) it adds the pine mod items to the vanilla forests.not only trappable items like the furs but also apples and sap or pine boughs,etc. 2) it gave the ability to all to collect those items.not just the laborers while clearing land.
     since NECOA is unavailable,i am left with a riddle to figure out.i haven't panned far away from the center of the map to see what other items have appeared lately.i did find a chart with growth and spawn info. the max number was at 3 years to appear on the map.by now all items should be showing up. i did pan early but just enough to see that traps were starting to appear.
   
    my idea is to run this test and use it to test the various buildings and the lumber chain.it will give a good look at how quickly the forests produce.after this i should download the patch and try it again to see if there are differences.with the wheat field at least i have more than a can of beans while i scavenge the forest.

brads3

YEAR 5-10

     the pine townhall and a double boardinghouse is built next.nobody wanted to remove clump of thatch and start stocking supplies for the townhall.finallly the trapper came way out of his area and did take care of it.A strange hiccup.even though it was prioritized, it took time to get it cleared.
   the pine forest progresses and supplies fruit.the forester checks traps and collects pelts along with his logs.
   with us stable and hopeful of nomads,now is a good time to get the pine school built.it is 1 of the tiny pine buildings and scalewise doesn't fit very well.

     year 8,5 nomads show up at our mini-townhall.work begins on the 2nd forest. a herbalist and a pine forest.complete with pine cabins,storage,and pine gatherer.next we will need to clear rocks for the pine forest.

you can see from the pics that the maple gathering has improved.

pic 1: year 5 inventory and gathering numbers.
pic 2:pine school on the left and the townhall on the right.
pic 3:shows the fullness and colors of the maple forest
pic 4:pine forest south of the maple.

brads3

YEAR 10-12

      after 10 years,we have 2 forests.we have sap,pelts,and some fur in storage.we have grown to a population of 31.our school has 3 students.
    we send some workers out to collect food across the river and also north of our village. they quickly bring back onions and roots.
       to supply vegetables,we plant a field of peppers.this will buy time to get some graduates from our school.we only have 1 builder and 1 laborer.the others help when they get time.behind our double boardinghouse we start adding 2 story pine townhouses.since we have the time,we will add a tavern beside the townhouse.the pine tavern doesn't need a worker and won't produce any cider or whiskey.while our firewood is stocked up so well,we will add the lumber cutter.then we will figure out where to store the lumber.
     our maple gatherer has collected over 1000 items.since we haven't boiled the sap yet,it doesn't count as food.between this and our textiles we have some good reserves.once we start to get some graduates,we can start producing trade goods.

pic 1:year 10 stats
pic 2:townhouse next to the tavern behind the double boardinghouse.
pic 3:lumber cutter.inventory

brads3

YEAR 12-15

     with all the extra items,i am going to have a storage problem.we are very limited on where we can store stuff.the larger sherbrooke market requires iron.the emporium doesn't help us with the new flagged items.to solve it before the outer pine barns are full,SLINK's industrial market will be built to move logs and stone.this will at least give us storoage space.
      one thing i am noticing off and on,the normal laborers go on strike and don't clear ground for anew building.the other workers who become laborers after they finish their work,farmers,blacksmith,etc,will come clear land.it doesn't seem to be every building.it seems to hit and miss. it isn't that they can't store the items nor is it the max limit.it has slowed down construction at times.happened with the pine townhall and now with the industrial market.
     with snow on the ground in early winter,i took time to pan around the map to see what might be hiding.there is more NAT DIV items than pine mod items.there are traps,birdnests,and chaterlles.i do not see buckets of any kind away from the 2 forests.however,i only find 2 buckets of sap in the maple forest and no apple crates.i find 1 pine bucket in the pine forest.so is it that they are not there,the apples are temperature controlled,or the spawn rate is too low??? the spawn rate was a concern with this ,as NECORA did not want it to be overpowering. one of the reasons for needing to get some tests was so he can tweak and adjust the spawn rates. to find a balance won't be easy with all the different items and play styles as well.
     i do think ABANDONED has showed up in town.the firewood count has increased with no cutter working.
there hasn't been much clearing done either.
     with the industrial market built,a vendor is sent to pull stocks away from the forests. i do notice he doesn't drag his wheelbarrow like the emporium.it wasn't RED's mod causing that quirk.
      our maple forest getherer collects about 1000 items each year. the maple forester himself was switched to the pine and the maple was disabled.the pine continues to increase its outputs.the pine lumbercutter produces at 100 for the year.so we don't overstock us on lumber,the woodcutter returns to cutting firewood.
      we will need iron to construct the sherbrooke buildings. a small fuel refinery and smelter is planned near SLINK's market.maybe we will get some nomads soon to use them.odd as it is the trapper comes to help the builder and the laborer carries logs around in the forest.the tailor and herbalist also come bring supplies. this is odd but could become a major issue if we had 10 laborers not functioning properly. plus it could shut down production elsewhere. apparently the pine mod is causing the build prioity duties to be switched to its workers and not to laborers.at the moment i am not building fast. if i were to build say 5 houses and expand the area, then we could have issues.such a quirk in the coding reminds me of my "superman vendor. i tried to recheck several mods to find him again yet never was able to recreate that.i also wonder if the builder could be coded to clear land and supply himself. this would free laborers to do something else.or we could code laborers specific to clear food.this could lead to having the ability to set a laborer to a specific trask and another to a different task.at the moment it is assumed not posable but that door may not be locked as tight as we think.once the clearing was done the laborer did return to help bring supplies and the trapper and herbalist went back to their workplaces.

     11 nomads arrive in year 13.work starts on a pine cabin and hunter.the trapper again comes to clear the land for the buildings.a mini fisherman pier is planned near the pine village.the gatherer brings logs for it.next a townhouse and a maple sap boiler is built.2 stone houses go near the iron smelter.we begin to process the iron.next we begin construction of textile buildings. a furrier hut,pine loom, and a spinner.then we will need a trading post.

pic 1:year 12 inventory and productions
pic 2: fuel refinery and iron smelter along with stone houses
pic 3: textile shops furrier hut,loom and spinner.
pic 4:maple sap boiler and yr 14 inventory

embx61

The wheel barrow drag is a bug what is sometimes noticeable in Vanilla as well.

I even have so once in a while noticed bannies drag the stuff they carry instead of holding it in 2 hands.

Only Luke can fix that bug.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

brads3

good to know EB. i seem to have it when the vendor leaves the emporium with stuff in the wheelbarrow. it goes away at other markets.

Abandoned

LOL just stopping by with a delivery of firewood, there's a lot of it just laying around under the nice looking trees.

I just downloaded the Maritime mods and other storage.  Did you see EB updated the specialized stockpiles for the new flags?

brads3

YEAR 15-18

     NOW that we have a trading post,we send pelt clothing and leather coats to stock it.even with the boiler,we need to add to our food so we clear another field.we continue to stockpile linen,flax,and pine materials.
      i don't think the production is too high or low from the pine forest.the maple gatheres about 1000 a year.the pine totals about 700 and is still climbing.what bothers is the times the pine workers stop to help the builder that has to impact the numbers.the pine hunter and herbalist show a big drop from construction last year.i tend to build supplies up and then process.if someone was to process at the same time i do think a tailor could keep busy switching between fur and pelts.nothing seems way over or under powered.
    to help move textiles for the shops,we build EB's textile market.the trapper and gatherer comes to clear land.once everything is cut and in bundles and baskets, the laborers come move it.after that, the trapper and herbalist brings logs for the builder.
   now that we have lumber and iron,we will build 2 pine and stone lodges.while the builder is busy with this,the workers can scavenge food and more materials.
     the textie market did not help improve our shops. the production numbers are only slightly better than before.our forester is switched back to the maple from planting pine trees.maybe he will help pick apples.
we switch to the spinner and make yarn this year and the fur hut switches to fur coats.our vendor goes back to the emporium to help move logs.

     construction begins on pine processors. a pitch kiln,turpentine still,and a small pine blacksmith.to supply materials we build the larger sherbooke market next to our industrial market.running out of stone slows construction of the market.once built it fills with a lot of items but not pine boughs.the new storage and markets will take time to get used to with the different limit flags.
    the laborers and others start to move supplies for a whiskey still and cider press.we will need more apples and we have used up the maple sap.before food becomes an issue we clear a 4th field for newly traded watermelon seed.
   since thr cider press and whiskey still will need syrup,we start planning a 3rd forest.i am surprised we were able to produce so much whiskey. we barely had any syrup and only collected 216 sap.since it does require wheat we will send the worker to the cider press and disable the still.the still would use barley or corn if we had those.

pic 1: textile production year 15
pic 2: pine lodge houses.
pic 3: pine forest and production out puts.
pic 4:pine processors. pine kiln,turpentine still.
pic 5:2nd maple forest
   

brads3

yea,the foresters seem to collect the firewood.i checked on some new pile mods,but the 1 i wanted wouldn't download. this comp is picky on where it will load from. i have CC piles so can put many things in piles but my SLINK markets won't store the lumber and thatch.i usually use my industrial market since it will store the stone. it gives a better capacity i think than the pile.plus the vendor is helpful to move stuff while the laborers clear new land.i hope you check my notes before you test the pine mod.i am still trying to analyze issues.