World of Banished

Conversations => General Discussion => Topic started by: galensgranny on April 03, 2018, 12:12:10 PM

Title: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 03, 2018, 12:12:10 PM
I am having a problem with use of pottery.

I recently added Colonial Charter The Forge Awakens (the previous version to what is their current update).  I am using Red's Editor's Choice 11.  (In addition, I have a great many other mods, such as almost all of Kid's mods, EB's Mods, Discrepancy's Mod, Red's mods, etc.)

In Colonial Charter, one can upgrade houses, but one needs what they call "housewares".   One option to make a "set" of housewares is to have their Building Supplier combine furniture and pottery.

I used Embx's shore hut to get clay.

I built Red's pottery business building from NMT 2.04 to make the needed pottery.  So far, so good.  Lot's of pottery got to my storage.  But, none of the pottery goes to the Colonial Charter Building Supplier production building.

So I though that Red's pottery is different than CC's pottery, so I made a CC pottery maker.  But it wasn't making pottery.   

Does this mean that CC's potter does not like Embx's clay?




Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 03, 2018, 02:08:27 PM
is the forge the 1.06 version? that is 1 issue. you will need the compatability 1.07 mod and/or the compatability buildings mod. mod order will matter as well. i would think you need the NMT,CC TFA, and then the new RK in that order.put the compatability 1.07 just bove the RK but below the older CC. not none of this is going to work with a saved game.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 03, 2018, 02:41:53 PM
Thanks, Brad!  :)   I will give your advice a try.

I don't know if CC TFA is 1.06.

I have a mod with file name "compatibility 1.07" from Black Liquid's site.  On the site, it is called "1.0.7 Compatibility for MegaMod 0.07".  Is that a correct compatibility mod to use?  I have not seen a "compatibility buildings mod".


Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 03, 2018, 06:12:13 PM
yes. that is to help solve conflicts between the 1.06 and 1.07 mods due to flag changes. should fix brick issues as well. the clay now is tagged different than before. with the compatability mod,RED's  NMT clay can make CC bricks and vise versa.
  i have switched my mods tom the RK EC and add the fort modular mods that CC has out.i don't have as many colonial buildings now but the windata folder is much smaller.game has more speed. with my setup,i don't need the compatable mods now.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 03, 2018, 10:42:35 PM
@brads3 , yay!  the load order you said to use worked, including the compatibly mod I had!  Now the CC TFA Building Supplier likes and uses the pottery from Red's NMT corner pottery making building!  ;D   Everyone like's Eb's clay.

One problem is that my ground has no nice green grass.  It's a dreary world with dark earth with what looks like patches of dark green moss.

I am using Multiple Starts by Tikaszar.

My load order is:

Banished UI mod by discrepancy
Multiple Starts by Tikaszar
Medieval Town 2.04 by RedKetchup
Kid's Tiny Separate (need to have above cc because they both have a "tiny house" and I like Kid's tiny house)
Colonial Charter TFA
1.0.7 Compatibility by Black Liquid
RK's Editor's Choice 11
And then a whole lot of mods by various people.

Any suggestions as to how I can get the nice green grass terrain?

I am going to try moving around the Multiple Starts to see if I will still get the start I want, without messing up other things, to result in nice green grass.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: Abandoned on April 04, 2018, 04:46:58 AM
@galensgranny the terrain color has nothing to do with the multiple start mod.  I believe you are getting that terrain from RK editors choice mod.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 04, 2018, 05:21:16 AM
Yeah, I realize now that the Multiple Starts wouldn't change the terrain.  I was able to have a game start with CC verdant plains, and get nice green grass, but I don't get the hills I want from the original game "valleys" terrain.

I suppose I could use the terrain tool to make some mountains.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: Abandoned on April 04, 2018, 05:31:43 AM
Multiple Starts over-ride CC start conditions?  I would not have thought to use the 2 together.  I like all the choice of the multiple starts mod and have used it many times.  On my laptop, it runs best if I use CC alone and I thought it has a nice selection of start conditions also.  Variety is always nice.  :)  Good luck with your map.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 04, 2018, 06:45:45 AM
Yes, Multiple Starts does override CC start conditions.  One of the starts I have been using gives 30 families.  I don't always want to start from lack of everything, and want to get on with building, so I like the 30 families start.  I just now can't get them to live on the Valley map with nice green grass.  Well, I was able to when I had the load order different, but then with the different load order, I had that pottery problem.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: RedKetchup on April 04, 2018, 06:49:31 AM
RK ed change the ground texture though, put it off to see if it is responsable of your problem :)
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 04, 2018, 07:29:40 AM
this is all that " give and take" that i mention in my town blogs. i am surprised REd didn't ask you the big question. what is the reason for each of the CC,old NMT,and RK mods?? what is the main thing you are trying to get from each mod. you did explain why the multiple starts,you want the extra bannnies.
      to get the fodder,you can move things but there is a cost. you most likely will lose something else. that is why i ask what the big goal is.this way fixes the clay but as you found causes a different issue.also,you should delete the registry each time you redo the order.that is touchy. if i move my mods and forget or move 1 higher than it should be, the CC terrains can affect the starts even after i move it down later.
       delete the registry and then start over.to get RED's starts,you will need to move the compatability 1.07 and RK EC above the multiple start mod and hope. after completely reloading the game,run a check on a medium valley start. if you get a terrain that you like, use the debug and set a trade post and townhall. check both inventories using the star button on the debug to see all items.note any blank tags.those are conflicts.
     that should get you the fodder. once you try a multiple start setting it might have fodder,it might not. what other problems might come up though?
     
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 04, 2018, 11:32:27 AM
@RedKetchup  I disabled RK Editor's Choice and now all the grass is nice and green.   So, RK EC is changing the terrain even when CC TFA is above it.

Brads, I am not up to using fodder.  The top most important reason I want RK EC and CC is for the houses and Red's other buildings such as the school, some of the barns, and his new colored fences.  I only added CC the other day to get some of the houses.  I like that there are some building requirements needing some building chains for some of CC and Red's houses.  But, I want pretty green grass.  I play for making a nice town where no one dies.  At this time, I don't want to have to clear all that fodder/thatch stuff that is all over in RK EC.

So, I want pretty green grass using the Valley's terrain, Red's houses, CC's houses and for the CC Building Supplier to uses Red's pottery made from NMT corner pottery maker.

I never thought to clear the registry after changing mod order.  I will do that.  I don't think that will give me the green grass, though. 

I might not be able to get it exactly how I want.  But, maybe, somehow, there is some way.

Sometimes I think mixing the mods and then figuring out how to make them all work as one desires is another fun challenge.  :)

Sorry modders, but you all make such nice things that one wants all!
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 04, 2018, 11:53:42 AM
yes,it can be a fun challenge to se what will work together. clearing the registry and moving the multiple starts below RK should fix the terrain.with the RK Ec lower,the other losses should be the pigs and chickens and the copper and silver ores. not sure if it will give you REDs townhall and school. to get RED's buildings and do away with the fodder,you can use the addon of CC terrains above the RK. then the compatability 1.07 and the CC TFA and NMT.that should set RED's city buildings to load 1st and add the CC houses and chains to it.and then the multiple starts below all that should just give larger start groups. i would test a vanilla start to see how it looks and what buildings are offered before trying a multiple start setting.

      i did try the mutliple start mod to see if it would give an A&E start without disrupting other mods a while back.did not work the way i had hoped. i did have crop issues that gave odd outputs. inconsistent yeilds,sometimes a field gave 700 and a field next to it gave 500 or less.never could figure out why.hope you have better luck with it. if not or if the start doesn't work with the terrain ,you can use the debug and increase the bannie population and food or supplies at the start.

       clearing the registry is no fun. takes a lot of time to reset all the mods.with over 135 mods,it can take half hour just to setup the order.not counting running various tests to be sure it is right.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: kid1293 on April 04, 2018, 12:40:35 PM
I have edited Dry Gordon's registry sorter script to only clear out all mod info.
In mod menu you get an alphabetic list of not selected mods. Every setting for gameplay is preserved.
You have to sort the mods yourself but all mods are reset.

A few seconds and all is done. You get a .reg-file you can double-click if you regret what you did.
That will put all back to what it was before.

Run as administrator. You get a warning if you don't.

Shoot me if it blows up your computer. :)

edit - put it anywhere and doubleclick it.


EDIT - I remove this as it only adds to the confusion.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 04, 2018, 12:45:42 PM
i have to try that. i did download the other but haven't tested it eithrr yet.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 04, 2018, 01:42:00 PM
Brads, I think I might have it working the way I want.  New load order:

Kid's Tiny separate (so his nice tiny house shows due to CC having a tiny house- but could be lower as long as above CC)
Multiple Starts
Medieval Town 2.04
RK Editor's Choice 11
CC The Forge
1.0.7 Compatibility Mod
dozens of other mods by various modders

I did a test game, and this time thought to  use the debug menu for basic supplies to speed up my test.  The other day I played for an hour to get the bannies to gather and build, to find out if things would work. ::)   Wasted time.  So good to have the debug menu for testing.

So far, it all seems how I want it.  Green grass, Red's Medieval town corner potter (I really like the look of that building), CC building supplier using Red's pottery.  :)   I can get copper, etc. from traders if the special mines won't work.  I didn't test if I could mine for copper or silver, but not important if the traders will bring it.

I am getting Red's school too!  :)

Yes indeed, it can take a very long time to set all the mod orders with so many mods.   Half and hour seems about right as to how long it can take.  And then boo hoo  :'( when it doesn't work and you have to do it again, waiting 20 minutes for the game to load. 
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 04, 2018, 01:47:24 PM
@kid1293 , Are you saying that with your registry cleaner, it will resort our mod list?
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: kid1293 on April 04, 2018, 01:55:04 PM
No it only deletes mod entries in registry. Game loads what is in WinData folder and displays it
alphabetically since there is no order established. You have to move mods and exit game
to save another order. It can be tedious with 150 mods but deleting all entries also takes time.

I use it for deleting old not valid entries in modlist. I run, re-run and test a lot when modding.

:)
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 04, 2018, 02:42:07 PM
sure he tells us NOW,after it deleted my registry. LMAO. glad i have saved game to back all that up. was hoping Gordons or KIDD's tool would be a shortcut to having to organize the mod order. KIDD's does clear the mods only leaving the game settings. that is 1 step. i actually think if i play with the 2,i can edit via notebook++ ,but i quit for the moment.

GRANNY,if the terrain and buildings on the toolbar are what you wanted,the mines should work.did you debug check the inventory for blank tags? they can be pests. that is where the debug can find conflicts. and yes very handy for quick tests to building functions. i am surprised you don't have slow downs due to the amount of memory all those mods use.it is an interesting way to run it though. you get most of the CC,with a smaller file than the CC J. the compatability 1.07 should have added some extra blank tags thou.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: Nilla on April 05, 2018, 01:28:10 AM
I have request @kid1293 or someone else who knows well how these "cleaning things" work. Please, make a thread pinned on "Tips and Tricks" on different ways to clean the registry, how to do it and what you achieve, as simple and clear as possible. I have used @Gordon Dry´s. I think it worked but I was never sure of what I was doing and how it would influence my game. It went well, I think old "garbage" was gone but I'm not sure at all. It was some time ago and I now ought to do it again.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: galensgranny on April 05, 2018, 05:50:16 AM
Brads, I tried one of the CC mines and it mined copper ore.  So I assume they all will work.  The question is like with the pottery- if I use one of the modder's smelters to make copper, will all buildings needing it like and use it regardless of whose mod it is.  I'll find out soon enough.

I do not know what "debug check the inventory for blank tags" actually means.  Do you mean using the debug menu thing somehow to do that?  I do know that when I had a not good load order of mods I saw an icon but no words next to something.  Is that what you mean?  Though, actually, I think the missing text was at a trading post.  I just looked "in" those buildings, though, to see what I could see.

Quote from: brads3
i am surprised you don't have slow downs due to the amount of memory all those mods use.it is an interesting way to run it though. you get most of the CC,with a smaller file than the CC J.

My computer says it has 4 GB of memory, but not all that is available for use for programs, since the Window's operating system will need to use some.  In the past I did have great slowdown, where speed 10 was behaving more like maybe speed 2 in an unmodded game.  That was months ago, before I added CC TFA and when Red was only up to the early test beta's of RK EC with much less than it has now.  I have almost all of Kid's, Discrepancy's and Embx's mods, plus a bunch of other mods by various people.

Someone, likely you, posted somewhere about reducing shadows in the options section of the game menu, so I did that which helped some.  I have "shadow resolution" and "shadow quality" set on low.  The colors of some buildings are not quite the same as with high shadows, but they still look good to me.  Another help to not have too much slowdown is the "no smoke" mod I found on Black Liquid's site, again suggested on this forum I think by you, brads.  That I only added recently. It does help with game speed.

I think a good bit of help might have been to also clean the registry of mods that are no longer in the Windata folder. There was a noticeable increase in speed with the game loading.  I don't think it affects speed in the game, but help decreasing load time is greatly desired.  It used to take sometimes 30 minutes to load.  Now with more things added, it takes about 20 minutes. Longer than I would prefer, but still better.  I do laundry, wash dishes, or some other chore while it is loading.

Something that was probably the greatest help for getting the game to run decently on my computer was to go into the computer's task manager and close out unneeded processes that were using up memory.  I had three programs that had separate active update programs, that I assume would randomly try to connect to the internet to find any updates.  I closed them, since they used up memory plus might activate during play to try to update.  I also had a back up program active that used a lot of memory.  Since I was not going to be doing a computer backup while playing, I knew I could close that.  There were a few more active processes I knew I could close without messing the computer's functioning. 

So, closing out all unnecessary programs in Windows Task Manager, using the "no smoke" mod, lowering the two shadow options, and cleaning the registry of mods no longer in the Windata folder makes the game work well for me.  I don't get the 10 speed as fast as in an unmodded game, but that too fast for me anyway.  My 10 speed is maybe acting more like an "8", which is fast enough.

Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 05, 2018, 06:57:48 AM
YES the debug has several tools. quick build or place a townhall and trade post. then hit the star that makes all items visible,this shows all items in the inventories. any items without text,blank tags,will show up.sometimes you can narow down what the items are due to the value and scrolling thru the list. the more of these blank tags the more conflicts you have. or  in some cases,you might have 2 of the same items. like the pine mod and CC lables eggs slightly different. Necora's eggs can't be used to build the dock chicken shed. in your case you either had 2 clays and bricks,etc or 1 and 1 blank tagged.
         when i tested the RK with the compatability 1.07,i had several blank tags since it carried the CC items.you should have less since you are using the CC. think i have kisy 1 or 2 now. 1 is the white mulberry from the CC orchard mod.of course before i enabled the North mod.it is a handy tool.sometimes it can help narrow down issues and you can solve them before finding in the middle of a game.

         you have me thinking. i have the old CC TFA and the NF files. in both the fort would work better than the modular mod.i may have to look at your idea of adding 1 later.i have wondered if the older markets would help with storage and moving items. might make it smoother and buildings less cluttered.you do have an interesting test.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 05, 2018, 10:58:51 AM
next time the KIDD says "seconds",i am packing a lunch and grabbing a sleeping bag.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: kid1293 on April 05, 2018, 02:09:04 PM
Quote from: brads3 on April 05, 2018, 10:58:51 AM
next time the KIDD says "seconds",i am packing a lunch and grabbing a sleeping bag.

What happened?

You get a file - BanishedExport.reg - which you can doubleclick to undo my changes.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 05, 2018, 03:12:26 PM
LOL. between your and Gordon's, the registry got messed up. it kept the game settings but threw all the mods out. i loaded the saved game today knowing it kept the mod order,but when it loaded it had a huge, dark,"doom", thunder cloud right as it loaded. then it saved funny later. some reason my computer would only load half the export reg file.even after i used the notebook++ to turn mods to true and reset the order #'s in your export file. i did get it to work but it wasn't "seconds" at all.LMAO. if it hadn't tossed all the mods ,it wouldn't be so bad. i'll have to play with it more.kinda why i did it,i had the save to back it up with.
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: kid1293 on April 06, 2018, 12:08:06 AM
I removed the file. It was maybe not so good at solving other people's problem.
It did what I wanted but it is in no way an editor. It only cleans the registry.

@brads3 - I owe you one, for causing trouble for you! I hope you don't wish for
a trader emporium with new boats and camel caravans  ;D ;D
Title: Re: Pottery problem Red's NMT, CC, Embx clay
Post by: brads3 on April 06, 2018, 12:23:52 AM
haha,no it was fine. i did need to test that and Gordon's cleaner. i see others use it to post the mod order so was time to try it. takes getting used to them.  it did a good job of cleaning the registry,LOL 1 thing good for others is yours did leave the game settings alone.
    what i did was tedious. i took the file yours kicked out and edited it. worst was doing all the mods 1 # at a time.and double checked that i didn't have 2 with the same #.