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THE NORTH 6

Started by Tom Sawyer, December 09, 2017, 01:23:50 PM

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Tom Sawyer

I guess it will make problems because flags are changed to solve the issues from your last village. Rye and wheat are edible and grain is working in the usual way again. If you want to try I suggest to remove all markets and trading posts in your town before updating. But the clean way is actually a new map.

DrWest

Quote from: Tom Sawyer on December 22, 2017, 02:28:44 PM
Thank you for your feedback @DrWest!

  • I guess the cotton crop comes in game by NMT. Would not be a good investment for your town.^^ I also can remove it from merchants.
  • The capacity of the herb storage is added for next update.
  • The medieval kiln is a shortcut to bricks using NMT and I don't mind. At least it would be strange to add bricks as requirement of this object.
  • With gold you are right and it's already changed for next update. It will be split to nuggets with a value of 400 and will be removed from slopes to be more rare on the map.
  • A cutter yard I want to add later. Something matching the foresters lodge or so.
  • The pickup function we removed from this mod in an earlier update because it made farming too simple. It removes things like caring about walkways of farmers or storage and roads next to fields or adding more workers in harvest season and so on. Luke did outcomment this button in code probably because of the same reason after final tests.
  • With Hazelnuts you mean wild bushes in the forest dropping nuts or something to grow in an orchard? It sounds interesting. Maple stuff rather not because of the focus of this mod and another berry species would need any new aspect besides blueberries. Normally I try to avoid doubled resources with same properties. Adding another berry bush model to harvest "berries" from all of them is another thing but only a visual improvement.
If you have more ideas and suggestions, please put in here. I appreciate that very much. :)



  • Good to hear on the Cotton, Herb Storage, Gold/Silver stuff and Cutter Yard.
  • I see your point regarding the pick-up function - in a way, it makes sense if you want people to think about placing stuff. And with Vanilla Banished/Banished using only mods that do not focus too much on farming (like the North), the scope of the game is small enough to not need the function. However, I wouldn't want to play a game of CC without pick-up. (Sidethought: Too bad that the game doesn't feature a "Research" function - something like this would be a good effect for that.)
  • Hazelnuts: Why not both? ^^ Historically, Corylus avellana spread over Europe rather rapidly because humans tended to collect the nuts and carry them with them when relocating. And they can be found in Scandinavia up to the polar circle. In any case, it is worth noting that the C. avellana is a shrub that is usually between 3 and 8 m tall, not a tree.
  • Berries: Is it possible to modify Vanilla goods? If yes, would it be difficult to change the sprite of the blueberries (the little basket with the blue berries) to also include some red and orange berries? And just call the whole thing (Wild) Berries instead of Blueberries? That would get around your issue with having two things that are essentially the same (guess that was the problem with the seperated salmon and trouts, too?). That way, you'd have the lingonberries and wild strawberries and sea buckthorn and all the other berries, too (nice article on Swedish berries in German: https://www.schwedenundso.de/2015/09/30/auf-beerenjagd-in-schweden-teil-1/).
  • Maple Stuff: Ah, too bad. I really love maple syrup. :) Maybe something to add if you ever did a "New World" add-on?

More ideas:


  • Amber - Found at the shores of the Baltic Sea, as well as in the ground farther inland, it was a valuable trading good usually converted into jewelry. Maybe raw Amber could be occasionally found in the sand and clay pits and/or by the fishermen and converted into Amber Jewelry at the log cabin workplace?
  • Moose - another commonly known wild animal in the Northern countries. Bigger, but also more dangerous than Reindeer - is there a way to shift the danger level of dying on the job around for hunters going for specific prey?
  • Specialised Markets - maybe one for Foods, Clothes, Fuel and Tools (basically what your people need) and one for raw and building materials (firewood, charcoal, iron ore and iron, wood, stone, sand, clay...). Something to direct resource flows around your settlement. And if you incorporate glass, bricks and roof tiles into the construction, the specialised shops would also remain something that is not immediately available, like the regular shop (btw, is that really necessary?).
  • An upgrade button for Log Cabins to Red Cottages. Since both buildings have the same footprint, I tend to replace one with the other after accessing all the required materials. However, this process would be much easier with an upgrade button. Or did you leave that one out for a reason?
  • Log Cabin Workplace - maybe an Upgrade that fits with the Red Cottage? Or a standalone in the Red Cottage style? I am thinking in the direction of the side building of Petersson's farm in Petersson and Findus. Something that would fit in as a farmer's working place if the whole town has been upgraded to Red Cottages.

Anyways, that's it for now. Best regards :)
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brads3

have you considered adding the canadian pne mod? @DrWest ,that would give you the maple sap and syrup and cranberries.i am curious how the trapping would react with the NORTH.

Tom Sawyer

#108
Danke fürs Feedback und den Link @DrWest. Vielleicht kann man bei den NordNerds mal über die Mod was gastbloggen. ;D

Hazelnuts.. yes why not in both, woods and orchard. What I like on this idea is that it could be gathered in winter (useful for the gatherer shelter). I put it on my roadmap! @tanypredator had this idea some time ago. So it's not really new.

Unified "Berries" are possible. We also discussed this already somewhere and it would be even more consistent to "Roots" and "Mushrooms".

The idea of amber I like as well. It is similar to gold nuggets from river banks but has another aspect if necessary to process for a trade good. The only rather strange thing would be that it's actually a maritime resource and we don't have sea shores on our maps.

Moose, yes! That's on my personal wish list. But I guess Santa Clause will not bring it. Even if I buy an animated model, we don't know how to prepare it for the game. The developer invented his own system. The CC crew made attempts with animated animals and maybe we will be able one day. For now we have to build a hunting cabin to see at least a part of a moose.^^ To be more dangerous if hunted is not possible. Hunters and trappers in the North die accidentally if they encounter a bear (and lose the fight). 8)

Small markets or other managed storage locations for old villages I have in mind. Still not sure how exactly. Btw, the marketplace got a better look and fits in a viking town. And my recommendation for small specialized markets are DSWagonVendors which are working in the North since my last update.

The log cabins had this upgrade button. I guess I have removed it because it was strange to upgrade them to red cottages with sod roofed workshops next to them. The cottages need something new like this. Actually the idea is to have old farmers doing everything in their farmstead and later more specialized professions in proper workplaces. But it doesn't mean that modern people cannot have any workplace to make berry jam and so on.

Now, to bring more than theoretical stuff, I have a few small items to share:






Crops from the new World to add to Nordic towns when reaching the 19th century
or whenever you want. For @taniu.
Separate Oven House to bake colonial and vanilla bread
for @TheOtherMicheal
The Money Bag from @twilightbreeze to work in the last update again
(with changed flags).
And the Norseman Mod for 1.0.7.
Not new but now green in your mod list.





DrWest

What's the load order for these new mods? Main North above or below them?

Tom Sawyer

It doesn't matter because they are green in your mod list. If you use the oven house in CC I would place it below.

taniu

@Tom Sawyer  :D Thank you for adding "Crops from the new World"
Is it possible to add more, seals, walruses, whales if you do not have a sea shore but maybe there is a sea ship moored to the river bank as it is in the "CC" mods. You can use meat and skin of seals and whales, animal fur, fangs and walrus bones (useful for sculptors). -add a profession as a craftsman or a sculptor
I have a question why I can not use mods "EB Production sed2" is Glassmaker but it does not make Glass or Glassware - Tom, can you modify this mods to The North? Thank you for adding the new 3 DS Mods. It is a pity that it does not fully work well mods Kid - "Friendly Neighdorhoad v 2" there are a lot of small buildings - hard - you can not have "The North" there are 2 different Glassmaker images.

taniu

@Tom Sawyer  :D I have a question about the work of Smith's Workplace, which has a covert tool limit? I added up to 10,000 but I can not produce Barrows or Traps and I would like to trade these goods? are these things only needed for the market and the trapper? Cheers!
Happy New Year

taniu

@Nilla  :DThank you for the propositions of books on the history of "Vikings". We now flock to TV season 6 - "Vikings" - a fantasy series
Happy New Year

Tom Sawyer

Vikings 6? I'm watching season 5 these days and have to wait one week for every episode. :/

You have a lot of mods enabled @taniu. Many of them are not tested. Have to look at more to expand the compatibility list. EB Glassworks I will definitely make working properly in this combination. There must be two different internal names for glassmakers.

Barrows are used by vendors and traders and traps by trappers of course. They are not tools and crafting these items follows the "Goods" limit.

With all these maritime resources I'm not sure. Any way to make lamp oil for the mine would be nice. From whale maybe or just bought. Lets see.

brads3

TOM,the old compatability buildings mod is suppose to fix issues where 2 mods use the same building name. if it will save you the work of fixing similar issues the link should be on the mod order page under tips and tricks.

RedKetchup

Quote from: Tom Sawyer on December 28, 2017, 09:10:26 AM
Vikings 6? I'm watching season 5 these days and have to wait one week for every episode. :/

i think he is mixed up North 6 and Vikings 5 ^^
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taniu

@ Tom Sowyer  :DMaking glass the reason between your mod and mod EB may be different graphics, unfortunately I do not know the programming I'm an old man, but I am sending these screen shots maybe you can do something or EB?[ @embx61]
"Store Hut" - Gather Sand - employee - Worker -EB - " Sand Pit" -sand - employee - Miner -Tom
"Glass Work " EB  -  "Glass Faktory " - Tom  -  employee  Glassmaker   -graphic difference or maybe no access to the warehouse - I do not know?

taniu

@Tom Sawyer  :D question from what buyer or from where I can get the potatoes I play, long and I do not have potatoes - only sweet potatoes needed for "Browers" - Snaps from Potatoes ?

taniu

@Tom Sawyer  :D I have a Trading Dock question and the game is about but when the Trading Post attitude is crashing it can be my fault - mismatched mods or something else? I do not know ?
2 question, what warehouse does the flour take? I have a lot of warehouse from DS
Yes I have many mods and I need some removal from "The North "but I like to add something and maybe something will discover? I have greenhouses Kid and CC animals is OK I have a Deer but I will delete it because it is Reindeer - they are doubled