World of Banished

Conversations => General Discussion => Topic started by: MarkAnthony on August 31, 2019, 02:30:41 PM

Title: Mark's Ramblings
Post by: MarkAnthony on August 31, 2019, 02:30:41 PM
Some times I talk to myself. I think it's a normal thing to do, I also think it's helps me to concentrate more on whatever is on my mind.  I'm sure none of you talk to yourself though. Only weird people do that right?  ::)

I thought I'd put up a post for me to say whatever inconsequential things pops into my head and I'll probably just use this spot here to also ask my questions to the general populace. I ask questions a lot and I really do hate bothering people via PM's (private messages). This will be one of those posts where you can just ignore it 99% of the time if you see it in your "Unread Topics" listing, unless you wish to join me here to see what's up.   :)

Today right now, I got about an hour+ before I have to start my 4pm to 11:45pm shift at work. I started a new Necora-based game. Not only does it have Nat Div and New Flora but this time I also thought I'd try out Lush & Green for the first time. So far, I think everything meshed well together but I will know for sure later on.

Anyhow, what I wanted to say was "Gotcha!" or well, at least that is what I did say. This map I am on now started off with two nine year old children so it was a race to get a School built in time. When I did, barely... that's the word that I spat out, "Gotcha!" meaning I got those kids a school to go to before they could run off and become a bunch of unruly brats!

Do you ever say "Gotcha!" when you try to race the kids? I just did, and it felt right at the time!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 02, 2019, 07:45:20 PM
So I am trying out Discrepancy's DS Industry Mining Beta (DSIM) again right now. I haven't even started the game clock yet (so to speak); right now I am just carefully choosing which structures to start with. Emphasis on the word carefully! Because of the more in-depth and longer production chains and the increased value of finished metals in DSIM I need to make sure I am starting off as smart and as cheaply as possible so as to not waste any of that precious metal! So I am going through all of the toolbar buttons trying my best to pick the right stuff to start off with.

Right now I am trying to find me a Seed and Livestock trader to use because I am starting off with a harder start and don't get any to begin with. When I play big themed mods like DSIM, RKEC, North, Maritimes etc., I like to include other mods for support with storage, carts/wagons, specialized traders, some form of tiny mod to get me a cheap stats building and also some additional housing choices. In this game my choices for traders are either DS Thompson Trade Merchants, Vanilla's version, or the versions from the Specialized Traders mod. Well, DS Thompson Trade Merchants requires five different materials three of which are tier two materials - meh... maybe I'll wait on that one. So I then looked at the other two versions from Vanilla and the Specialized Traders mod. Only three materials needed for either, the standard Log, Stone and Iron. Great! Let's do that! Wait... what?!  :o 40 Iron?  :o You gotta be kiddin' me! I can't afford 40 of my "Precious"!!!  :P

I think I will be going with DS Thompson's version since it only requires 13 Iron but it's construction will have to wait a bit longer than I had hoped since I have to get those tier two materials first. I gotta be stingy and pick my battles!  :P

               
Title: Re: Mark's Ramblings
Post by: brads3 on September 02, 2019, 08:17:31 PM
good luck. word of advise is to always have a backup WinData folder  FULL copy of the last known working mod order. i not only crashed my game, i have broken it. it will be a few more days just to solve what is going on and fix it.the computer gremlins are in their mood to fight and they are winning.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 02, 2019, 08:54:00 PM
Good luck to you actually Brad, I'll be fine. I have my Banished DRM-Free install file, my mod collection, and my ModMan profiles tucked away for safe-keeping. I'm good, thanks though.

As for you though, you do realize that a mod cannot break the game, right? I mean, none of them can access the core game files or the Windows Registry itself. So you should concentrate on whatever other outside influences you have going on.
I don't know what else to suggest but I am confident you'll get it all sorted out. Wait until you are not stressed out before you try to tackle all of this. You could make things worse ripping through everything when you get all frustrated!  I speak from experience.   :D                
Title: Re: Mark's Ramblings
Post by: brads3 on September 02, 2019, 09:26:48 PM
no steam. yep i deleted the registry bout 4 times. my game won't play for 1 month. spent time today trying to narrow down what is going on load and let it  run. soon as it gets to spring it crashes.  it is a struggle to solve when the gremlins get this crazy. like a nightmare.

    i scraped 4 days of work this morning and started over. went back to the zoo configuration just to get the game to run to spring. then reloaded a full copy of a windata folder that i had backed up.started weeding files without changing any order. total fail. then started over weeding a few files at a time, to narrow down which 1 or 1's are causing the crash. down to about 3 or 4 files. but it still is weird. seems to play 1 time and the next crashes.

    my order has been good for a long time. when it does this,it can be fun to find the issues.costs way too much time and brain cells. been almost a week since i actually played the game. i figure i'll be another 2 days wrestling gremlins.maybe by the weekend,i can start a map.  that is the danger of using any mods together. every now and then they can give fits.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 02, 2019, 10:15:50 PM
What's with you and "Gremlins"? Did you get one wet? You're not supposed to get them wet, that's what the movie in the 80's taught us! Is that why they bother you so much?   :D

This is "Gremlins 101" circa 1985 -- The three important rules that must never be broken: Do not expose the Mogwai to bright lights or sunlight which will kill it; do not let it come in contact with water; and never feed it after midnight!  Otherwise --> this happens!


(https://media.giphy.com/media/l1AvALOphoaWbxeRa/giphy.gif) (https://media.giphy.com/media/l1AvALOphoaWbxeRa/giphy.gif)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 03, 2019, 11:27:22 AM
I did a restart on my DSIM Beta.05 game this morning. Last night's first run got to about 60-ish population at 2x game speed. I decided I wanted to switch up the mods a bit so a restart was required; besides the DS Thompson Seed Trader was being uncooperative and I ended up getting a starvation die-off at this point of 12 perished Banies.

So I am at the initial "What should I start off with?" phase of this new game and I looking through my toolbar buttons for the right choices of structures to start with and also laying down roads to divide up the area into subsections (housing, farming, business, industrial, etc,.) Then I went and deleted all of those roads except for the T-sections. I start my games this way about half the time I think.

So I got all my roads for the settlement area and a bit further out laid down, then deleted them like I said leaving the T-sections in place. Then I decided to change the type of road I used. I initially laid the roads out using the Vanilla Dirt Road option like I normally do 99% of the time but I decided to switch to Necora's PEI Dirt Road (red dirt from the Maritimes Decorations mod); I decided to go with red dirt roads because this is an industrial-themed game. Please ignore the fact that I am using the Lush and Green mod; I live in Arizona and all I see is dirt and gravel everywhere, I'm sick of it - More Grass Please!!!  :P Anyways, so I selected the PEI Dirt Road and clicked on one of the T-sections I had laid with the Vanilla Dirt Road and as soon as I clicked one tile of the Vanilla Dirt Road something strange happened that I've never seen before. ALL of my Vanilla Dirt Roads changed to the red color!  Weird ehh?  :o I mean... I've never seen that happen before and it was actually a happy accident in the sense that I didn't mind... it saved me time changing all the Dirt Road tiles.

EDIT: I forgot to attach the screenshot. That one tile where the yellow arrow is is the one I clicked on to start changing the road type, then they turned red everywhere else too.
               
Title: Re: Mark's Ramblings
Post by: brads3 on September 03, 2019, 01:09:02 PM
did you get the 1.05 pine mod to work with the RK EC in any way? it appears i somehow replaced the 1.04 pine mod with the 1.05. it actually worked with the setup i had, unti i tried to remove other mods.so that may be part of my problem.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 03, 2019, 02:03:58 PM
I played Necora's Maritimes mods three different ways:
I never tried it with RKEC, at least I don't recall doing so.               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 05, 2019, 11:57:19 AM
I haven't resumed my DSIM game from last night yet since I have been doing chores around the house this morning. I am having a lunch break right now and as I eat I am re-organizing my ModMan profiles.

Like anyone else using ModMan I have a profile for every flavor of the game I play. While I often do make profiles for each game I play (because I may change a few mods here and there between games), when those games are done I make a folder for that specific game that includes the saved game files, screenshots, and my ModMan profile specifically used for that game. When everything is put away my ModMan always looks like the first image below.

Image #1 below shows the themed setups I have pre-made such as RKEC or DS or North or Maritimes etc. After I decide what theme I will be playing for the day, I load that pre-made theme and then add a few additional mods for extra flavor.

But above all those "themed" profiles are two others at the very top: Up To Date Current Mod Order and Base Profile. The Up To Date Current Mod Order is just as it sounds. It's a blank (no mods selected) list of every mod I have in my WinData folder and they are sorted according to category: UI mods, utility mods, patch mods, music and sound mods, tweak mods and so on and then the main mods; then below all of that the mods are grouped by specific modder. Every mod in this list is in perfect mod order so that no matter what is selected for use in a game, it's in a good order so that there are no conflicts and everything works perfectly. The only exception is Natural Diversity (Nat Div) because if I play using Necora's Maritimes theme then I have to relocate it below Necora's mods. The Necora Game profile of course already puts Nat Div where it needs to be.

Image #2 below shows how my mods are grouped by category as an example. It's an older version, not what I am using now. Anyhow...

The Base Profile is always in tandem with the Up To Date Current Mod Order profile; meaning whenever I update the Up To Date Current Mod Order profile, the Base Profile gets updated too at the same time so that the mod order is always matching. What the Base Profile is is a pre-selected set of mods that I have in just about every game I play, like 99.999997% of the time. When I am ready to start a new game but am not sure what theme if any I will use, I load this Base Profile that has those pre-selected mods I use in every game and then just willy-nilly like, add some other mods for flavor.

Image #3 shows my Base Profile.

All said above... that's a mouthful way of saying... I just love @JM 's ModMan!

Back to work!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 05, 2019, 12:06:03 PM
If you noticed I had @RedKetchup 's goats and piggies added for every game in my Base Profile -- it's because well... who doesn't like baby goats?  ;D And obviously... bacon is life!   8)

Red keep's turning down my mod requests; he's been really busy lately working on his Rise of the Pharaoh set so I don't take it personally, but I'd love to see Red do a version of his goats with different colored pajamas on!   ::) :P


               
Title: Re: Mark's Ramblings
Post by: Kristahfer on September 05, 2019, 09:27:09 PM
You forgot the little pen for baby goats, 'cause every little kiddie in the town will want one ! ;D 
Quote from: MarkAnthony on September 05, 2019, 12:06:03 PM
If you noticed I had @RedKetchup 's goats and piggies added for every game in my Base Profile -- it's because well... who doesn't like baby goats?  ;D  And obviously... bacon is life!   8) 
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 02:21:00 PM
So I got five games going at the same time:All I know is if I don't start keeping notes with my saved game files, I'd have no clue what I was doing within them the last time I played! That is the biggest reason why I play so many games; I take a break from one, go back to it later on but I've forgotten everything about it so then I just trash it.

On my way to Egypt, Red! I won't begin playing right now but I will take a stroll and check out the landscape and more excitingly, the goodies in the toolbars!   :P

Here's my setup for ROTP Beta 2 - the Bare Bones mod setup! All I added were goats, just in case there wasn't any available and of course @kid1293 's new Small Town Hall... gotta have the cheat-sheet!  :P

I wanted to add your RK Carts too but I wasn't sure if you already had some included. Carts were very much a part of that lifestyle and time period. Thinking you would include some carts, I didn't load the mod. Don't let me down Red!  :D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 03:03:30 PM
Cool new @RedKetchup Community button for RotP, Red - the Egyptian Eye!   :)

Just wondering about your arrangement of the gathering buttons: Is there a reason the Collect Iron Ore and Collect Stones are not next to the first three similar types: Collect Almost All, Collect Copper Ore, Collect Tin Ore? Just curious.

Wow Red! I really like your new home, that lavish looking hostel, and your storage barns and markets! Great job on those, really! That large market and hostel are just fantastic! And your mud pit! I just want to play in it! haha

Looks great Red, weird seeing the unchanged Vanilla stuff in it but I can't wait to try it out.  Is there a terrain and climate group you like best and is there a terrain and climate group you would like us to test this with?

Here's my randomly picked setup:


EDIT: No carts though, I'm gonna have to load those or you're gonna have to stop me! Muahaha! :P
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 08, 2019, 03:08:21 PM
i let the remove tools there for the moment and will see. people can maybe put this mod second on the list and choose to get iron..... it is not good for the moment to delete those. it made some complications in beta 1.

please report anything unusual. no preferences.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 03:11:48 PM
Will do Red, but after I get home from work in uhmm... 6 hours from now. Okay?!   8)

I was really sure you'd have carts, almost certain of it - no biggie, I got your back (loading RK Carts as I speak). As you see I have your goats added to it, it was red in the mods list; does that mean you already had goats included in Rise of the Pharaoh? I am assuming that's what it means so I will remove the goats but I'm keepin' the carts Red! ---> I'm keepin' the carts!  :P
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 08, 2019, 03:16:16 PM
yup i added all the animals that were in RKEC just for offer something in wait RotP has its own list

feel free to add carts and specialized storages.
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 08, 2019, 03:19:20 PM
but dont worry about the urge to test ... @Discrepancy need testers too ! and thats important !
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 03:25:29 PM
Bah! Your mods are important too!   8)

I have no life, I got nothin' but time to try all of these creations!  I just gotta work a few hours here in there, and okay... sleep too but after that it's all about Banished and World of Banished forums!  :D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 03:36:16 PM
This bare bones set up loads fast!  :P
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 08, 2019, 09:58:41 PM
ROFL, Red's got a Stargate in Rise of the Pharaoh!   8)

James Spader was great in that movie!; I wasn't too much of a fan of the Tv series though.
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 08, 2019, 11:05:39 PM
hehe in today's culture, we cannot forget the stargate from egypt and pyramids, and man who were gods like the Goa'ulds :)
Title: Re: Mark's Ramblings
Post by: Nilla on September 09, 2019, 03:06:32 AM
Quote from: RedKetchup on September 08, 2019, 03:19:20 PM
but dont worry about the urge to test ... @Discrepancy need testers too ! and thats important !

Your mods are at least as important. But I´m a bit different than Mark; not everything at the same time! (Wasn´t it supposed to be women who could do several things at the same time opposite to men who do one thing after the other? ???  ::)  ) Anyway. I´m looking forward to visiting Egypt again. I was there (in life) two years ago. I will start a game with this mod as soon as I fell done with my DS testing for now.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 10, 2019, 04:06:25 PM
You know? I just decided I'm not gonna bother posting about my experience with mods anymore. I'm not having positive experiences with that.

The forum regulars here have been here in Banished and in the World of Banished a hell of a lot longer than me, several years longer in fact. I started Banished and World of Banished on the same day, less than three months ago so when I post something I'm left feeling like a fool, sometimes I'm left feeling embarrassed about something I said because of my novice experience, and whatever else I get to feeling.

I'm sorry that I have less than three months experience with the game, and with the mods for the game. I'm sorry I don't wear a lab coat 24/7 like Nilla and have her experience at picking up on the slightest and littlest of things that somehow explain everything away or have her level of concentration to be able to get stats on something down to the Nth degree. I don't and I can't.

Where were you three months into the game? The experts that you are now? Guess you forgot, huh?

This isn't so much a whine but a small opportunity to vent so that I can get past this feeling and go on enjoying Banished.  I will delete most of my threads (not comments - but threads) after a bit, perhaps by tomorrow not for any reason other than I hate looking the fool. The longer they're up, the longer I remind everyone the ignorance* I have with Banished and with it's mods. I will just play the mods as they are and just be quiet about it.

* Again, the definition of ignorance for those who don't fully know and are quick to jump to the more negative connotation of it is -- "lack of knowledge, learning, information, etc. about the subject at hand".

This
is what I mean by my being ignorant - I don't have the experience and background info that you all have had for years ahead of me to see and pick up on things that are not normally easy to see.

Again I am just venting, allow me that and let's continue on; I know I will.
               
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 10, 2019, 04:13:15 PM
hehe I think you are trying to overwhelming you with mods. Take a good one and with that one, have fun with it.
Title: Re: Mark's Ramblings
Post by: brads3 on September 10, 2019, 06:27:48 PM
i think it helps to have newer players ideas and input.  they see things we more experienced players might miss. since everyone plays different, the more players the more glitches are found. this has been proven. often mods are made and months later a glicth is found that nobody saw.

besides every Royal Court needs a Jester.
Title: Re: Mark's Ramblings
Post by: irrelevant on September 10, 2019, 06:42:10 PM
@MarkAnthony I've said it before, I truly admire your willingness to dive in and try stuff, and to put it out there for us. I know I've learned from reading your town blogs. I hope you will leave them up.
Title: Re: Mark's Ramblings
Post by: Nilla on September 11, 2019, 01:02:18 AM
@MarkAnthony, I admire your drive, too. I enjoy your often funny, self-ironic posts. The experience of newer players of the game and the mods is of very great value! I´m sure all the modders think so. It´s a brave thing to do. Not many new players have the guts to show their first steps. You have! I would miss your "ramblings" if you would stop. I´m sorry, if I sometimes may sound a little like a snob. I don´t mean to diminish you. I´m sure, no one would expect you to make similar observations as I do. I´m the "Number Geek" of WOB, it would be an extremely boring site if everyone would be like me, so better not try. Your contribution is valuable now, as it is.

So, please continue! I can´t promise that I always will be nice. I´m a mean old lady, can´t change that.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 16, 2019, 10:51:33 PM
So I just played on a Mild climate for the first time and for me I'd have to say it's worse than a Harsh climate setting. When I first started playing Banished I always chose the Fair climate setting and that was for about a month then I switched to Harsh climates ever since. I wasn't in the mood today for any difficulties in playing so I chose a Mild climate thinking it'd be more "Carebear" than the Fair climate! HA! Was I wrong!  :P   It snows so much, early frost, late frost... geesh, only once in five years have I been able to clear my crop fields!  :(

Different topic! -- Sure wish that other forum moderator would log in more often, I'm so sick of these spammers, and the ones who don't spam but make stupid nonsensical posts and personal bios and who always "view their profiles" when seen from the "Who's online" page.

I know Red is a moderator, but we need him exactly where he wishes to be... with his mods.   :D   We need that other moderator to log in more often... just sayin'   We got a whole bunch of spammers online right now if you haven't already noticed.

               
Title: Re: Mark's Ramblings
Post by: catty-cb on September 17, 2019, 04:20:33 AM
QuoteDifferent topic! -- Sure wish that other forum moderator would log in more often, I'm so sick of these spammers, and the ones who don't spam but make stupid non-nonsensical posts and personal bios and who always "view their profiles" when seen from the "Who's online" page.

Have just reported one of them, I used to be a global moderator over at SC4 Devotion and was also running my own website for a number of years till real life caught up with me ... currently have moderator rights for the Omnibus at Simtropolis

https://community.simtropolis.com/omnibus/

So have some practice at getting rid of the spammers, and am happy to help if needed, but am wondering about the the "SMF spam blocked by CleanTalk" at the bottom of the screen cos its doesn't seem to be working   :(
Title: Re: Mark's Ramblings
Post by: brads3 on September 17, 2019, 06:35:31 AM
which main mod were you using with the mild settings? you might get 1 bad year but overall the years should be warmer. if not, then i wonder if the mod has flaws.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 17, 2019, 06:50:18 AM
Good morning Brad,

This Mild climate setting was used in my KidMexico game using the Landscape Nordic start mod. I don't recall what the higher temperatures were but I'm hitting lows of 9° and 5° F and hovering in the upper 20's° a lot. Planting occasionally starts in May and early frost hits about September often times. I use the smaller field and orchard sizes: 11x11 (847) or 15x8 (840) fields; 15x4 (520) or 7x10 (520) orchards - perfect for one Farmer but I think I'll just have to wait for my population to grow and start using two per to get it cleared in time. I sometimes start harvest early like at 65% yield but that's still not a guarantee they'll get finished in time. 

My seeds were Squash and Beans and Pecans.
Title: Re: Mark's Ramblings
Post by: brads3 on September 17, 2019, 07:19:45 AM
the nordic climate take the temps way north.so a mid climate that way is harder than a vanilla mild.i actually use that climate setting. it brings the climate closer to where i ive on the PA-NY state border. the vanilla mild pushese maps south closer to Virginia.hard part with it is the crops like 70 degrees to grow and the temps dont stay at or above 70 very long.it doesn't just make the growing season shorter it slows growth during summer too. it definetly makes it much harder to produce food.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 18, 2019, 08:08:36 PM
Mosquito, Year 2 - Kid's Swamp

I know this screenshot maybe doesn't show much but can anyone think of a reason why my Laborers and employed workers are no longer using the barn and stockpiles to put the stuff away? That starting barn and stockpile was used plenty in year 1 and part of year 2. The stockpile even got to 100% and I built that second one next to the crop field. Then instead of using the second stockpile they started dropping all the iron between the stockpile and crop field. And the barn is only 12% full yet they toss the stuff down in the alleys on the sides instead.

What gives? Any idea? I'm not mixing mods, just a couple of Kid's stuff.
Title: Re: Mark's Ramblings
Post by: brads3 on September 18, 2019, 09:20:04 PM
hmmm they are just being bannies? could they have locked that space to another item, such as did you send them to clear trees across a river? do you have a market with a vendor and the game has him picking these scattered piles up?did you prioritze something and that called them away? they all stopped for lunch or got cold? i don't think you hit a limit, but that can cause this.

weird things have happened to barns off and on.ike emptying them for no apparent reason. that was more comon to CC thou. theory is that as a new item became available the space in the barn had to be reset.sometimes barns or markets  fill to a % of different items.so like % tools,%food,% clothing,etc. as a new tool type or item was added to the inventory the barns would be emptied and restocked with the new calculations.

    thou i said that happened to CC,it could have been the MM version which does include many mods.
Title: Re: Mark's Ramblings
Post by: Nilla on September 19, 2019, 01:11:10 AM
It sounds weird. I might have an even weirder explanation; I see some homeless people. Are they really homeless or are they locked up somewhere where they can´t escape? I can see some of them around that houseboat. It´s been a while since I used any houseboats but they are tricky. You need land access to one special tile of the boat. I can see a jetty piece behind the boat but it´s not clear to see if it´s the right piece that´s connected. Check that (and other houseboats) and see if things will sort out. Bannis are acting even much weirder than usual if only one of them is locked in a place they mean they can´t escape from. The same thing may also happen when you are building jetties; if you are building two at the same time and the piece not connected to the shore is done first. The builders on the finished part stay there, get the homeless sign and other Bannis start to "play nuts" as well. 

Title: Re: Mark's Ramblings
Post by: irrelevant on September 19, 2019, 06:12:16 AM
^This^
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 19, 2019, 06:40:25 AM
Hi Nilla, nah... the Market Boat is all good, they come and go and I never saw anyone get stuck. The jetty goes about 3/4 of the way around boxing it in kind of and they go in from both sides of the boat. Those homeless are really homeless, at the bottom of the screen you see I was in the process of building the last home for them but then I was getting spammed about being "out of iron" when I got iron laying around all over the place except where it's supposed to be... in a stockpile that's going unused... and barn too!

No worries though, for them it will all have been a dream for I'll delete the game and restart it since I was only in year 2.  I'm going to change up the mods a bit and Abandoned suggested another one to me so I'll try that too. This game was using 42 mods, next will be with 33 instead.

I love playing with tons of stuff, it's nice to have many choices on what to give them all to spend their days on, but at the same time I don't like tons of toolbar buttons either so I'm dropping a few mods to lessen my button-clicking / searching.   ;D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 19, 2019, 06:52:23 AM
Quote from: Nilla on September 19, 2019, 01:11:10 AM
The same thing may also happen when you are building jetties; if you are building two at the same time and the piece not connected to the shore is done first. The builders on the finished part stay there, get the homeless sign and other Bannis start to "play nuts" as well.
Yeah, that's happened to me once before, maybe twice I forget but at least I was babysitting the job while it was being worked on. I'm talking to the builder saying to them, "Now look what you did! How do you expect to get off of there by building that last piece first? Hmm..., sit tight and have a sandwich while I go fetch someone to save you."  -- "What a dimwit", I say to myself as I go to assign another builder.

He's lucky I was there though, I think if it was left up to the rest of the villagers they may have "voted him off the island" and left him there.   :P
Title: Re: Mark's Ramblings
Post by: brads3 on September 19, 2019, 06:57:04 AM
yeah,mods give you many options but we spend time looking for which building will look good here or there.then there is the confusion of which can we build with the materials we have. once you pull a mod out then that is the 1 you want or need too. playing with many mods brings its own confusions and frustrations.

i caution new players to make a list, BEFORE you ever add any mods, of what you want the game to be or what you want in it. it is so easy to get lost in the forest of mods and it can become a jungle.
Title: Re: Mark's Ramblings
Post by: brads3 on September 19, 2019, 11:18:42 AM
i fought your Gremlins today. why did you send them back? i am scratched up and my anke is sore from running from RED's rattlesnake.  only heard it.

mod order
new Pine Flora patch,Crystal Cliffs, and pine 1.04 above RKEC works. the Crystal Cliffs seems to patch the pine and RK. do think this would work with the 1.05 pine but did not test it. this way i get rid of the crashing when changing to RED's starts.

i think or hope my mod order is safe from any more Gremlins.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 20, 2019, 10:35:24 AM
I haven't really been playing any games the last couple of days but I have been messing around with nearly all of Kid's mods and digging in and discovering all he has created. I got 105 of Kid's mods in my WinData folder; of those Kid has 11 starting mods: 3 for terrain, 4 themed starter mods, 2 climate mods, 1 aging mod, 1 wildlife mod. Picking 1 or 2 of those to start with leaves me with his other 94 mods to pick and choose from.

Well, last night I had the hair-brained idea of ' What'd happen if I said, "what the hell..." and loaded them all?'  So I uhmm... did!   :P

Holly molly! Kid created his own Mega!!! ... (I won't repeat that name here but you get where I am going) .  I call it, Kid's World and his entire collection I refer to as Kid's Kreations!  :D

I was going through each and every button and F-variant and wow, Kid has made so many great looking things and some are quite creative and unique. I am really impressed with all he has done and the time spent working on it all.

So far I have been in two KidMexico games, two Swamp games and this morning I am headed home to an old love of mine - the wild west and ghost towns! I have his KidGhostTown starter mod loaded, and added KidAbandonedPlaces, KidOldTown, KidWildWest, KidWindSawmill and a couple of other miscellaneous ones for markets and storage.

I think I will enjoy spending some time here.
Title: Re: Mark's Ramblings
Post by: brads3 on September 20, 2019, 11:11:28 AM
KID has made a lot over the years. a ton of options to fit any game. most do work well with the other collection mods. you say 105 mods. did you go thru the older 1.06 list? that still wouldn't include upgrades that he has done. the Rowhouse mod set was upgraded 5 or 6 times and expanded.
i actually still use an older version. as his mood changes we get  a mixture of options.

     there was a change in honey along the way.use the GF farm od high in KID's group and all honey should be interchangeable and work between all workplaces.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 20, 2019, 11:45:10 AM
Yeah, I went through 1.06 and 1.07, from various threads, some that are hidden in Abandoned's stories, on his Nexus site and that's about it. I only download the latest version of each, I don't get every update for every mod mostly because I see no way to get the older ones really - maybe Nexus has the different versions. But yeah 105 mods comes nearly close to all of them that I can tell. I did forget to count the UI mods he made for me, I forgot those so maybe an extra 4 or 5 there.  Yeah also, there are a few I did purposely skip but I can't think of what ones they are - but I grabbed the ones that interested me anyhow.

Anyhow, thanks for the tip about the KidGothicFarm fixing honey for all the other mods.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 21, 2019, 09:04:19 AM
I'm looking for a stand alone canal mod to cut through land masses for boat traders. To my knowledge Red's NMT Canals is not standalone right? And EB's Ground Irrigation and EB's Natural Irrigation do not function as canals for boat traders, is this also correct?

Speaking of EB's irrigation mods, do those serve any real function in game other than eye-candy? I mean, if you lead irrigation to fields and orchards will that actually help to speed up or increase outputs?

Thanks.

EDIT: Maybe this was removed from WoB Downloads? But I see this referenced in a few threads here -- NMT3.1 Series: Canal set 1.0.7  That sounds like a standalone mod to me but I am unable to find a download link or page for it.
Title: Re: Mark's Ramblings
Post by: brads3 on September 21, 2019, 09:28:43 AM
EB's canals can supply water. you can use that water for other workplaces. otherwise yes they are decorative.
you can try this: REDs canal set

http://worldofbanished.com/index.php?topic=1723.0
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 21, 2019, 09:50:09 AM
Thanks for the link - search gave me nothing. I was just doing my edit in my last post when you replied.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 22, 2019, 10:01:11 AM
Bah! Apparently I am one of those who gets the pink water when using Red's canal mod. I thought I used that mod before without issue but maybe not. I do have some of my game settings lowered but it's probably more likely due to my low-end computer.

I don't know for how long I can ignore the pink water; It's going to start bugging me after a bit I think in which case I would have to stop using canals and let the boat traders suffer the longer scenic routes to town.
Title: Re: Mark's Ramblings
Post by: Abandoned on September 22, 2019, 10:08:35 AM
There are 2 versions of the canal depending on your video card.  Check again if you are using the right one.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 22, 2019, 10:53:11 AM
Will do, thanks.

EDIT: I recall seeing a mod somewhere that had a Radeon version and an Nvidia version, it was probably this one but the only download page I find for the canal set is http://worldofbanished.com/index.php?action=downloads;sa=view;down=300 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=300) and it doesn't offer the version choices. 

Do you have a better link, please?

Never mind, found it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 23, 2019, 01:38:13 PM
You know something Kid? Your Settlers mod is really nice!  :)

I have a smaller than normal list of enabled mods this time too and that's nice in it's own way. The ModMan profile for my next game after work tonight is below. The two featured mods of yours is the KidSettlers and for when my town becomes more advanced the ColonialHouse and KidColonialResource. I threw in the KidOldTown and KidStoneHouseAddon mods too thinking they would blend well and it does with just a slight difference in texture but seeing how nice the KidSettlers buildings are I may not even use them.

I look forward to this game.

Thanks for making such great mods with great looks!

EDIT: Oh hey! I just noticed you changed your profile picture, cool!  8)   See... it isn't so bad showing yourself, like I did in mine!  :P   I wasn't sure if your former picture was really you or not.
Title: Re: Mark's Ramblings
Post by: kid1293 on September 23, 2019, 02:15:16 PM
Thanks a lot, Mark! Will we see pictures?  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 24, 2019, 12:27:04 AM
I had two long and hard nights at work and I now have the next three days off so all I want to do is relax and that means for a relaxing game as well, so I chose the easy start with KidSettlers. The easy start also gives someone new to a mod, like myself and this one, a sneak peek as to what some of the buildings look like and that was really what I was going for.




Benedy

The six of us have been friends since we were kids so we know each other well and the one thing we all have in common is wanderlust and the thirst for adventure! There were actually seven of us once, a friend of ours named Benedy passed on when we were just teens; he was the best of us. He was never late for nothing, especially when it came to fishing and swimming in our usual hangout at a nearby pond; but we hadn't seen him for a few days. We thought maybe he had to help his Pa in the fields again, or run to market for his Mother. It wasn't uncommon for Benedy to do these things but he always made sure he was done or back in time to meet us at the pond. We finally plucked up enough nerve to go ask his Pa where Benedy has been keeping himself. His Pa wasn't overly fond of us because he felt we should be doing more work and less goof'n off at the pond so we tried to stay out of sight, out of mind where Benedy's Pa was concerned. I drew the short straw so it was up to me to ask his Pa about Benedy and when we might see him again. His Pa wasn't even able to look me in the face, his eyes welled up with tears and I never seen him in such a state as that before. He walked off without saying a word but Benedy's Ma came out of the house and told me what had happened; Benedy died of the fever four days earlier. My heart sank, I just lost my best friend.  :(

It was actually Benedy's dream to become an explorer and to travel the world over and he used to always tell us stories of what his life would be like. He always included us in his stories of adventure for Benedy never saw his life without us, we were all buddies! His dreams and wanderlust became our own for his stories were just so good and a lot of fun to listen to!

A few weeks after we learned of his passing the six of us made a pact with one another - Once each of us got married we'd set out for a new life together, somewhere up north in a place with lots of forested areas and plenty of streams and rivers for fishing, a place we knew Benedy would love for he described such places so often in vivid detail. Surely such a place would be easy enough to find!

We departed our homeland as six young men with six young and beautiful wives. It's been a slow trek for us because for all the stories Benedy told us he never actually once said how he planned and prepared for it so we didn't start off as well as we should have. We definitely weren't prepared for what was to come. We were kind of aimless too, not really knowing exactly what we were looking for, but we had an idea of it; we knew we had to keep going and that when we see it, we'll know.

Some years have passed and we're still in good spirits even though we keep moving from one place to another. We haven't given up hope yet though we are getting a bit tired of the nomadic kind of life. It hasn't been all fun and easy as Benedy always made it sound. We sure do miss him, and I bet he would have found the perfect place more easily than us by now.

Right now we have six kids between us so that's eighteen mouths to feed and we're kind of stressing about it a little bit for another winter is fast approaching and it looks like it's going to be a harsh one at that. We really need to find somewhere to settle down and fast!               
Title: Re: Mark's Ramblings
Post by: Nilla on September 24, 2019, 12:54:37 AM
:) More!

You write very well.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 24, 2019, 09:47:00 AM
Scofield's Township

It's been three years since we first left home and embarked on our latest adventure. At the present time it's me (Earlyle) and my wife Preslee; Alling and his wife Arelia and their three kids; Ewel and his wife Vincess; Benedy (always with us in our hearts and in spirit); Gonza and his wife Patrina and their son; Emilian and his wife Michel and then Kylar and his wife Imogenevada and their two kids. When we first decided that this was the moment to leave home it was just the twelve of us but after a couple of months on the road it was to our surprise that Kylar's wife was pregnant with their son, and Alling's wife was also expecting their daughter. These were the first children and we now had an urgency to our plans for traveling with children is no small matter.

After hearing about the pregnacies we quickly headed to the only place outside of our hometown that we knew of, it was a town Benedy and his Pa would travel to when Benedy's Pa needed to buy more cattle, a place called Scofield's Township. We stayed there for about four months until the children were born. During our stay here Ewel and Emilian decided to go on ahead of us to try and find us all a more suitable place to be, they were quickly annoyed with all of the hustle and bustle of this place. Scofield's Township was a merchant town and it was always so noisy and busy with traders and people passing through that it just didn't seem right for us - we liked the quieter and more serene settings that we were used to growing up, not a fast-paced town like Scofield's with so many strangers coming and going.
               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 24, 2019, 03:53:58 PM
On our way again

Three years! Three years can go by in a blink of an eye, or three years can seem like forever; it all depends on how you are looking at it. It sure doesn't seem like it was that long ago that it was just the twelve of us but now we got six kids in tow as well; those three years went by very fast! Three years of searching for a new place to call home, now that's a different story! It began to seem like we'd never find a place as nice as Benedy imagined but we continued to press on regardless; it was made easier by Gonza's and Patrina's eternal optimism, always the hopeful ones those two (I think it's young love that gives them that).  ;) Alas, I think we found the perfect spot.

Ewel and Emilian had returned a month after they departed us in Scofield's Township and told us about the possibility of a new destination. They explained how they always found themselves being chased by a storm, always finding themselves soaked to the bone. On one of those wet nights they came upon a dimly lit tavern that was off the road a spell. They spent the night there to escape the constant rain and cold. During their brief stay they had overheard some others a couple of tables away talking about a location they had seen when they were rafting down the river. I say it was the possibility of a new destination for us because none of us were really sure if it was true, and because Ewel and Emilian didn't exactly get an actual location for the place, we weren't too sure. Soon after hearing about it Ewel went to the barkeep to see if he had a map they could look at. The barkeep hesitated at first because he thought Ewel and Emilian may have been more of those greedy gold hunters that have been passing through lately but Ewel assured him they were not and that they didn't even know anything about it nor how to find gold to begin with. Ewel and Emilian studied the map over and over until the following morning; they nodded off here and there sitting next to the fireplace, those poor boys were so tired and wet who could blame them! The next morning when they finally awoke to the clatter of dishes the barkeep was gathering off the tables they took another gander once more at the map. They felt pretty good about piecing together small tidbits of info they overheard and they think they know the approximate spot on the map. When they were dry enough and it was warm enough outside to travel again they headed back to Scofield's Township to let us know about what they discovered.

We took a vote as we always do now that we are married and the near-majority of us decided to take our chances and have faith that this place, on this map, was really there! I mentioned we "took a vote" well, that wasn't always the case at least not when it was just the seven of us boys. Usually if we had to decide on something and we couldn't reach an agreement we just went with whatever Benedy thought best; Benedy just had a way about him that he could always convince us one way or another on something. Hehe, Benedy even convinced young Kylar once that his Ma and Pa found him in a bear's den when they were gathering nuts and berries and that Kylar was part bear cub, part human. That only lasted a few months though but it was still a good laugh.  ;D

A couple of months after the first two babies were born we left Scofield's Township for that area Emilian circled on the map. We were mostly excited, but at the same time we got a bit comfortable in our surroundings and not having to constantly be on the move and shelter ourselves from the weather that we were just a tiny bit hesitant as well. But we did go... as voted!

We were a couple of weeks into our newest journey but then we unfortunately had to put a delay on things as we needed to side-track our group about thirty miles in another direction. We were low on supplies and our clothes and shoes were beginning to tatter and one of the youngins' also started to get a serious cough and all that me and the rest of the boys could think of was "Benedy"!  ??? We couldn't take the chance that this child somehow caught the fever too so we desperately needed to seek out a doctor. There was no hesitation about what to do this time. We heard of a place called Bedford Village at one of our rest stops and the person who told us about the place assured us that there was a very friendly doctor there and that she would be more than happy to help us with the child. So off we went, thirty miles thatta way -->


               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 24, 2019, 06:12:45 PM
On Approach to Bedford Village

It took us three days to travel those thirty miles to get to Bedford Village; it's hard to keep up a good pace when you have infants to tend to all the time, besides... for safety reasons we only traveled during the mid-morning to mid-afternoon hours anyhow and only when the weather was decent. Stopping at mid-afternoon gave us enough time to piece together a shanty for all of us and to gather some firewood if we weren't near any towns to stay the night at. We still had enough food to hold us over so we didn't need to try and forage for any while the sun began to set. This whole side-trip wasn't too bad though; as concerned for Alling's daughter as we all were, her cough didn't seem to be any worse so we thought that was a good sign and she kept our spirits up and we had ourselves some good laughs along the way too.

Lol, we came to this spot one day where we had to pass through a meadow and it seemed easy enough to do, right? Kylar though managed to find the one spot, probably in the whole entire meadow that had a really muddy patch of ground and he stepped in it! Leave it to him to do that. His foot sank so deep into the mud and muck that when he pulled his foot out he lost his shoe! We all died laughing!  :D He told us we couldn't continue on until he got his shoe back but we told him we couldn't wait, that we had to hurry and get to Bedford Village for the sake of the child. He didn't argue, he knew it was right. And as true as that was about us needing to get to town as soon as possible the other truth was that none of us wanted to get into the mud ourselves!  ;)

So Kylar went off to the edges of the meadow and found some fern leaves and some soft grass and made something of a shoe for himself tying it up with some strips of leather from one of the satchels he was carrying. Leave it to Kylar to keep us laughing in stiches all the time! The way he walked was like the time when we were younger and we put socks on one of the dogs we knew in the area. LOL I don't know what was funnier this shoe incident or that time when Benedy convinced him he was part bear cub. After Benedy told him that he was part bear cub a few weeks later Kylar told us he was now convinced that Benedy was right after all because Kylar explained that he was now growing fur on his body. LOL  :P We didn't have the heart to keep the joke going any more so we told him that that "fur" he was growing on his body was a normal part of a young man's life! That this was puberty the he was experiencing and not himself transforming into a bear!  ;D Lol, oh Kylar! Hard to believe lil' Kylar is married now and with a kid of his own. No worries, we'll look after them all.
               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 24, 2019, 08:48:47 PM
Bedford Village

We got a hill to go down but it's not too steep so the women should be okay. Us boys were carrying all the supplies for most of the trip but our wives decided it would be easier for them to carry the supplies than to hold onto fussing babies! So we traded. Then we saw the decline of the hill, but we weren't about to trade back; it's easy carrying babies!  :P Alling even had the great idea of emptying out Kylar's satchel and placing Kylar's son inside it for the trip down and he'd wear it on his back freeing his hands and arms for balance on the way down. That worked, but so did those scowls the women gave us for not coming up with that idea sooner! Lol We had to keep our distance from them for a bit to let them cool down.  ::)

When we got half way down the hill Ewel and Emilian decided to race each other to the bottom; I told them that while they were doing that they could also start the search in town for this doctor lady we were told about; we don't need to waste any more time than we have already for we need to get Alling's daughter taken care of. They agreed and said they would meet up with us after they found her and that one of them would stay behind with the doctor lady so she wouldn't couldn't disappear to somewhere else. That's smart! Benedy would have thought of that too.

After about fifteen minutes or so when we all reached the bottom of the hill Ewel came back and got us and led us to the doctor's place of business. I think we were expecting more of an official looking building than what we saw; what we saw looked just like a normal house! I'm beginning to have my doubts now but at the same time I'm praying that she can help us.

She came out with some wet towels for us to freshen ourselves up a bit with and also a silver tray of some good ole lemonade with chipped ice inside the pitcher. "My name is @Nilla" she said as she then handed around a platter of bread and cheese with some berries on the side. "One of our residents, a friend of mine even, sent word that there was a group of young families with a sick child and that they'd be headed my way so I postponed my appointments in town for a couple of days waiting to receive you."

"Thank you!" gasped Arelia, Alling's wife and mother of the sick child. "Do you really think you can help us?", Arelia asked. "Is that why you were determined to stay here and wait for us, because you knew you could?" Arelia had to wipe away some tears. Nilla came over and placed her hand on Arelia's shoulder and told her not to fret; that she'll take the baby into her office and will do a checkup and let us know what she finds out.

Ten minutes have passed and if you were to ask Alling and Arelia, I bet they would say that was the longest ten minutes of their life! It's hard to stay positive when you are faced with something you just don't know about. How do you keep your mind from wandering and thinking of the worse case scenarios in moments like this? We all gathered around closely to Alling and Arelia trying the best we could to give them comfort as we all waited.

The room the doctor Nilla went into seemed small but we couldn't tell for sure because the doorway was blocked by a drape, for privacy I suppose. A couple minutes later Nilla called out, "Would the parents of this child please come inside." I think all of us suddenly choked on our last breath and there's no blaming Alling and Arelia for how scared they must be feeling right this moment as their eyes got really big and watery. Alling and Arelia stood up from their seats and slowly shuffled their way to the draped doorway and then entered. The rest of us gathered out here couldn't hear a damn thing that was being said and I was really starting to get anxious and upset even; I just wanted to smash something - perhaps I'll just grab this platter of remaining bread and berries and toss it to the ground in frustration of not knowing what's happening! I swear a couple of hours passed by, at least it seemed that long - but it was only about twenty minutes maybe, but it was nothing but silence this whole time!

Nilla came out first wiping her hands with a towel and Alling and Arelia followed from behind with Arelia holding the child. Their eyes were dry and I think we all saw a small hint of a smile. "All will be well.", said Nilla. "I've seen this all to often before." "I do apologize for keeping you all out here by yourselves for so long but I needed to speak with the parents alone in private to see if they knew of anything the child may be allergic too and to see if they had any aversion to my method of treatment."

"Method of treatment"?! We all looked at each other wondering what the hell she was referring to. Nilla said that she mixed up a type of cream called an "ointment" and wiped it all over the baby's chest and neck and then gave the baby a drink from a nursing bottle. Gonza's wife Patrina asked, "Gave the baby a drink of what, pray tell?"

"Oh just a little something I mixed up - just a bit of herbs and roots and leaves, and stuff like that.", Nilla said. "It works wonders! It really does. And though that ointment has a stink of it's own, you all won't be smelling it for too long, that too works really well!" - Nilla smiles.

So Kylar, a new father himself, angrily asked Nilla, "You mean you didn't give the child any real medicine? What kind of doctor are you?!" and then Kylar storms off.

"Oh, I'm not a doctor young man, you see... I'm an herbalist!" - Nilla replies.
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 25, 2019, 02:25:01 AM
yeah canals are stand alone

http://worldofbanished.com/index.php?action=downloads;sa=view;down=312 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=312)
Title: Re: Mark's Ramblings
Post by: catty-cb on September 25, 2019, 04:13:10 AM
following the story with interest   :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 08:41:24 AM
Our Stay at Bedford Village / Kylar


Kylar was still visibly upset with Nilla and I get it. I took him outside to talk him down. He told me that he couldn't help but wonder what if this was his son that had gotten sick? Could he have just sat by while some traveling medicine peddler dispensed with some sham "ointment" or some sort of "cure all" in a bottle?! I understand what he was getting at. We were told by this lady at a rest stop that Nilla was a doctor and that's what we all believed and were expecting the whole time we traveled to see her; we thought the child was going to be seen and treated by a real doctor not this... what did she call herself? An herbalist? Yeah, I get why Kylar would be upset. I imagine that if I had kids too, I would be as well. Anyhow, Kylar's disposition hadn't changed much since I took him outside so I told him to just take a walk with me, I'm thinking that maybe the fresh air and a brisk walk would help.

Nothing I said to Kylar seemed to help change his mood. You need to understand Kylar though, his parents were well educated city-folk before they relocated when he was a youngster to a more simpler lifestyle and were successful in their own rights and so he was used to seeing real doctors when they were needed; they had the money so they could afford to see them.

Anyways, the evening air was cooling off quite a bit and it had a bit of a chilly bite to it too so I nudged Kylar and pointed to a nearby pub. "What'cha feel like having Kylar? How about a good ale or do you prefer a mead? My treat!" He didn't respond but after we went inside and walked up to the brewer behind the counter Kylar just pointed at another patron's drink and said, "Gimme one of those" and I told the brewer that I'd have the same. We sat on some stools at a nearby table and drank our drinks, it was a Strong Ale I think, wheat-flavored, not bad really. We didn't speak much, Kylar just slowly sipped the foam at the top and when the foam was gone he suddenly just gulped it all down in about three swallows! Lol, I think he was feelin' alright after that!  ;D We saw some more people pass by outside the window so I pointed at them and nodded my head, "Let's go". Kylar went to get down off the stool but stumbled a bit, he didn't fall though but that would have been funny in of itself. Kylar was the runt of us seven boys so I think that Strong Ale that he gulped down hit him pretty hard. No worries though, I got him. As we exited Kylar turned around briefly to look at the window of the pub and said, "You know? That wasn't actually half-bad. What's the name of this place? Maybe we could come again tomorrow." The name painted on the window said Kid's Pub & Grub.

It was getting late and I didn't know offhand how long we were gone or whether or not everyone else was still waiting on us at Nilla's place so we needed to head back. I didn't want bring Kylar back though, I thought maybe if he saw the building again or Nilla herself that he would get all riled up again so I just told him to sit down on this bench we were coming up on. "Go ahead and just sit here a bit Kylar, I'll go fetch the rest of them and we'll meet you back here." Kylar sat down, nodded his head in agreement and leaned back and crossed his arms to guard against the cold and slowly closed his eyes. There was a lantern post near by and it shown it's light on a little bronze placard that was on the top board of the bench, it said "Kid's Bench - A Happy Seat for Happy Butts!"

Maybe this bench will help Kylar as well I thought to myself. :P

@kid1293

Title: Re: Mark's Ramblings
Post by: Nilla on September 25, 2019, 09:25:03 AM
So, so a herbalist, treating people with evil-smelling ointments and potions. oh dear. ;) At least, seem to have a good reputation.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 09:33:40 AM
Quote from: Nilla on September 25, 2019, 09:25:03 AM
So, so a herbalist, treating people with evil-smelling ointments and potions. oh dear. ;) At least, seem to have a good reputation.
ROFL  :P   Evil-smelling ointment  --> think: Vicks VapoRub, maybe you invented it?!

I had hoped you'd get a kick of me portraying you as an herbalist. I know how very fond of them you are and I thought it might be funny if the Herbalists of Banished had a little payback, of making you not only liking what herbalists do, but becoming one yourself because you believe so strongly in them!  Muahaha!  ;D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 11:03:42 AM
Our Stay at Bedford Village / Vincess & Michel

After I left Kylar on the bench to go back to Nilla's place and get everyone else they updated me on what Nilla had told them. Nilla suggested we stay in town for a while until the child showed visible signs of improvement and to bring the the child in once a week for a check up; the child might require another rub-down or another dose of her concoction she thought. We thanked Nilla for her help, and after Arelia had given her a tight hug in appreciation we left and headed on down the street further to see what else this town provided. Without meaning to, the group kind of split up for a bit. We went one direction while Ewel, Vincess, Emilian and Michel drifted off together and went another way. "We're going to see if we can find us some place to stay", said Vincess. "We'll catch up with you soon!", said Michel and they all waved a temporary-goodbye. Me and my group went back to the bench to get Kylar who was probably fast asleep by now.

Ewel and Emilian were basically joined at the hip so it's no surprise that their wives Vincess and Michel would be too. The four of them meet up pretty much on a daily basis just to chat or to run errands in town and to eat together; they also live close to one another as well so this wasn't uncommon.

The night air was a bit colder than before and it still had that bite to it so the two groups didn't meander for too long; they made haste as they made their rounds through town. "Look, over there" said Michel as she pointed to a larger stone building, "Kid's Bed and Breakfast!" "Maybe we can stay there for the night?" she asked Emilian. Emilian nodded thinking that'd be a good idea and perhaps there would be room for everyone else too so they all walked up and went inside to find out.

"Goodness gracious! You four look cold!", said the clerk behind the counter who happened to have her hand cupped over the bell on the counter. "Yes we are", Ewel said, "And so are our other friends who are still outside."

"Hello Ma'am" said Vincess. "Do you think you might have room for all of us?" she asked. Vincess wrinkled her nose a bit expecting the clerk to react with shock and then said, "There are fourteen of us in total, twelve adults and two children!" The clerk did respond of course but more pleasantly than we all expected she would.

"Of course my dear, of course! The more the merrier! This is Kid's Bed and Breakfast after all; Kid is nothing but accommodating, yes he is!" she smiled. "In fact, you're actually pretty lucky because in a couple of weeks we'll start receiving more out of town visitors and they would have booked us solid! You might have had to stay at the pub if you had come during that time."

"Why all the out of town visitors? What's going to happen in a couple of weeks?" asked Ewel. "I'm surprised that you actually don't know" said the clerk. "Everyone knows!" "Knows what?" asked Emilian who's really curious now. The clerk shakes her head at the silliness of that question. "Everyone knows about Kid's Christmas and the feasts and decorations and children and toys and candy and ... and...! " She just went on and on and on and the five of them just all started laughing together.

"Okay, okay you talked us into it. We'll speak with the others and I'm pretty sure we'll all agree to stay through the holidays because we need to stay a while anyhow on account of one of the children." says Michel. "Oh, you're the ones who were expected by Nilla, welcome and enjoy your stay! Nilla will take good care of you while you're here; her ways are a bit non-traditional and maybe a bit quirky but she'll fix you right up none the less, you'll see, you'll see." replied the clerk.  "Your rooms will be upstairs and to the left, room for all of you and if you need anything come on down to the desk here and let me know - just... just please don't ring the bell! I hate that confounded thing but Kid wants it here, he... he thinks it's fun!" She said that last part sarcastically.

The clerk walked into a room off the side of the counter to get all of our room keys and Vincess slapped the bell to see what all the fuss was about and then quickly turned away and put her hands behind her back pretending she didn't do it. The clerk immediately poked her head out of the room and looked at the four of them but concentrating most of her glare at Ewel who was closest to the counter. The other three chuckled at Ewel who then glared at them for getting him in trouble!  The bell played a "Jingle Bells"-like melody but it was really out of tune and yeah, it was annoying!  :D            
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 12:27:03 PM
Break time!



I hope others have been enjoying this as much as I have enjoyed writing it; not as many comments as I secretly hoped for (secret's out now, eh?) so I really don't know how many people are actually reading this or not. I've just been making it up as I go of course. I had no idea it would be this lengthy, and I definitely had no intention on it being so; it was just supposed to be a simple preface to my new KidSettlers game and I wanted to give a little backstory on how they all met and why they were looking for some place new to settle down at. I just started writing and one thing led to another, flowing fast at first.  :)

I'm having fun with this though. As I'm writing this I'm finding myself getting a good laugh too at the funny parts or what I think are the funny parts but I don't know how much more I can write. I think timeline-wise because of the children (two where I left off and six due by the time we actually get to our KidSettlers starting spot) that I have about another two years to go but I don't think I got two more years of stuff in my head to write about. I'm wondering if I should do a little wiggle of the nose or blink of my eyes (Bewitched/I Dream of Jeannie Tv references) and just fast-forward us somehow. What'cha think?

I don't know. I can probably go one more episode in this moment but I haven't the faintest idea if I could carry it further from there or not. I guess it all depends on what's in the next episode which... I haven't even got a single word for yet. I'm in the dark as much as you all right now.  Haha  :D

Think I'm gonna take a nap. :)
Title: Re: Mark's Ramblings
Post by: TaylorItaly on September 25, 2019, 02:49:21 PM
Awesome !!! :D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 04:34:04 PM
Kid's Settlers' Buttons



I just wanted to give Kid a standing ovation of applause about his button-style; I really like the colored-buttons and I think they really stand out and his choice of icons were good too for all the things they represent within. I know Kid probably isn't the first one to use colored-buttons; I have seen other mods with them too so I don't know who did them first, but of the 310 mods I have in my WinData folder right now and a few dozen other mods I have tried in the past most of them do not make use of colored-buttons. I kind of wished they would though, it really makes them "pop"!

I know Colonial Charter has a bunch but mind you I didn't try CC in the beginning not until my second month of playing I think; If I recall correctly the first colored-button I ever saw in a Banished mod was @RedKetchup 's Ketchup mod.

Speaking of your mods Kid, any chance you might ever update your ColonialHouses mod and some of your other older ones as well? The only kind of update I am referring to is putting them into the now commonly-used Community section under your Kid button and getting them out of the main toolbar area. Just wondering is all, this isn't a game-breaking issue or something that would prevent me from using them.
               
Title: Re: Mark's Ramblings
Post by: brads3 on September 25, 2019, 06:01:38 PM
you mean this button?

the bells next to the RH mod.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 06:34:02 PM
Sorry, I don't see any bells on a button in your image unless you mean the one next to the tree with the little house on it. And what's RH? I don't recognize that.

No, I was referring to the bell button in my image the one next to the community button, that's for Kid's ColonialHouses mod. I wouldn't mind seeing that moved to Kid's personal community-mod button. He has a couple of other older ones that also place their buttons on the main toolbar too.
Title: Re: Mark's Ramblings
Post by: brads3 on September 25, 2019, 06:48:15 PM
wrong pic

Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 07:23:57 PM
Our Stay at Bedford Village / Busy, Busy, Busy!

((I've run out of ideas for things to write about so I am speeding things up a bit, sorry!))



Things are looking up for Alling's and Arelia's child, her cough finally went away after one last dose of Nilla's special concoction but it did require us to have an extended stay in Bedford Village for another couple of weeks. No one seemed to mind though for Bedford Village is actually quite a nice place and the people are nice enough it seems except for that one guy, the blacksmith - he's a 'grumpy cuss' from what my wife Preslee told me, "Stay away from him!" she said.  ???

Regardless of him we wouldn't mind settling here, all in all this is a pretty decent place and we definitely saw the worst it can be over at Scofields' Township. But that wasn't the original plan and I don't think it'd sit well with us in the end if we deviated from that; we loved Benedy a lot and we want to stick to our original idea and do that for him in his honor.

What I find a bit odd though is just about every building in Bedford Village has Kid's name on it; isn't that wierd? Even that bench I set Kylar down on has his name on it. Who's this Kid person? Has anyone actually ever seen him? I wonder if even the trees or blades of grass have his name etched on it somewhere, lol.  ;) All joking aside, whomever this Kid person is he seems to really take care of everyone here in Bedford Village and he keeps everything looking sharp and running good; okay well ...maybe not that bell in the Kid Bed and Breakfast but maybe that wasn't something with his name on it. Hehe  :D

We are seeing more and more people in Bedford Village nowadays but they don't seem to be as loud or pushy or as rude as those we encountered at Scofields' Township. There's only a few days left until Christmas now and the residents and workers around here have been running around like chickens with their heads cut off getting everything decorated and set up for this "Kid's Christmas" that clerk told us about. As usual, everything looks splendid, even enticing I might say and the food! Oh goodness the food and drink are fabulous! We've had a few samples of the upcoming dishes being made and everything tastes divine! We're definitely sticking around for Kid's Christmas, crowded or not!

Hmmm, speaking of chickens I think Kylar said he wanted to get a couple for his son to raise and play with. I wouldn't mind some chicken and eggs but I won't mention that in front of his son of course. I recall seeing a farm not too far away from here and you know what? It may actually be the only place in town that didn't have Kid's name on it come to think of it. What was it called again? Something like Red's... hmmm... Oh yeah! Red's Creamery and of course it had a very, very, red barn but that was to be expected I guess. I'll send Kylar over there with his son later on when I get back to our rooms but right now I think I will go and see about doing some Christmas shopping. We're all kind of short on money though not having worked in a while and spending our savings on staying at Kid's Bed and Breakfast for as long as we have but maybe a few trinkets or just something for the children; perhaps I'll stop by and see this blacksmith fella and check him out too while I'm at it.               

@RedKetchup @kid1293
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 07:27:12 PM
Quote from: brads3 on September 25, 2019, 06:48:15 PM
wrong pic
I didn't notice at first what you wanted me to see or what you wanted to say about it but then I finally saw it.

I don't know why your KidColonialHouses mod (the bell) shows there, as you saw in my screenshot it's on the main toolbar and always has been located there ever since I first downloaded and used it. Different version maybe?
Title: Re: Mark's Ramblings
Post by: brads3 on September 25, 2019, 07:31:54 PM
yep you have a 1.06 version.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 07:49:55 PM
Quote from: brads3 on September 25, 2019, 07:31:54 PM
yep you have a 1.06 version.
Yeah, I have the ColonialHouse 1.53 Fix version.

Uhmmm.. by the way, did you catch my last story episode right before your last reply to me?  Stay tuned...  :o                
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 08:21:29 PM
Stuck again!



Sorry, I'm stuck again. I kind of have a couple of ideas I was leading up to in my last story episode but I haven't been able to piece it together in my head yet so that "Busy, Busy, Busy" one might be the last story episode for the night.

I have a few more characters I'd like to introduce but if I manage to do that somehow I'm afraid they'll kind of be crammed in together in one or two final story episodes - they won't have their own story episode like Nilla got. I'm just running out of things to say, that's all it is.  :(   I'm ready to start playing too!  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 09:49:33 PM
Okay, I got that KidColonialModular - Housing one installed to replace the other. I already had the KidColonialModular - Resources one so I'm not sure how I missed the housing mod.  I got it now though.

Neener, neener!   :P

Thanks for the heads-up Brad.  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2019, 10:08:34 PM
It's been a couple of months now I think since I was given this, or at least it feels like it - but I truly love my custom toolbar that @kid1293 made for me! I never play a game without it!

And as you can see that KidColonialHouse button is gone from my toolbar now. Yay! :P

Thanks Kid!  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 26, 2019, 09:54:52 PM
I have some questions for you @kid1293 or anyone else who may know.

MAIN MODS USED:(1) I'm getting Flax which I assume is coming from NewFlora but the Colonial Clothing Store and the Among Trees WorkShop doesn't/won't use it. I had to build the NewFlora tailor to use it. Is the KidAmongTrees mod supposed to use the NewFlora items too? The Among Trees WorkShop seen in the first image sat with "out of materials" for over three months refusing to use what I had in a nearby barn.

(2) This is my second attempt at using the Mother Tree. In both attempts it seems the output is super low, is it supposed to be? As seen in the second image I placed it in an area that was more than half full with grown trees and you only see a few new little trees and the poor output results.

(3) What mod is introducing the Fire Bundle? I assume it's to be used as firewood yes? I never saw "Fire Bundle" before but remember I am new to using Kid's mods on a regular basis. I didn't buy them because I didn't want to waste "currency" on something I didn't know about.

(4) Lastly, I always wondered about this, please refer to the last image. See the radius circle and how it crosses the river onto the other land mass? Will the radius circle crossing over water without any bridges cause the workers (gatherers, hunters, foresters etc) to behave like Laborers do when you accidentally select something to be cleared on the other side? Will they try and cross over to gather/plant/hunt and then end up dying like Laborers do or do they know not too if there is no bridge?

I'm playing a colonial side-game since I am stuck on what to write further in my Benedy Storyline. I also don't feel up to writing any more of it if I'm only writing it for myself; I don't really know who else is reading it, if any... anymore.

For now, I'm enjoying this side game in KidColonial. I'm hoping that maybe it will spark some new ideas for the current Benedy story should I continue on with it.
                              
Title: Re: Mark's Ramblings
Post by: kid1293 on September 26, 2019, 11:21:27 PM
Hi Mark. Good Morning :)
I am not sure about the patches you mention. Are they for the New Flora?
It might be that you have got flax that is changed from the original New Flora path and
therefore incompatible. The flax patches are only needed when playing with CC or NatDiv.

I don't know about Fire Bundle but it can be the same patch that introduces them.
There will not be any use for them except as fuel. I think they are from NatDiv

Mother Tree uses vanilla code and should behave like any other forester...?

Yes, it has happened that workers get trapped on the other side. Better adjust circle placement
or have a bridge.

Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 12:24:36 AM
Good morning to you Sir, Midnight + 15 for me  ;)

Yeah the two patches I was referring to were the Flax patch and the NewPineFlora patch.

I'm not using NatDiv, you told me it's not too good with your mods.

I've never seen Fire Bundle before, I thought maybe it came from one of your mods - it was your trader that brought them, not Vanilla's trader. You thought maybe it came from NatDiv but again, I haven't been using that for a while now since I switched over to your mods.

Yeah, Mother Tree doesn't thrill me too much. I used a Vanilla Forester after five years of using the Mother Tree, results were better from the Vanilla Forester but not by a gigantic amount or anything... just better.

Thanks for the reply - now it's my turn to go to bed so I can say "Good morning" later on in a few hours.  :D

Title: Re: Mark's Ramblings
Post by: kid1293 on September 27, 2019, 03:32:25 AM
I have no Fire Bundle. I can't help you.

Too bad about Mother Tree. I don't understand why. I have checked again  - Nothing in the code.
Title: Re: Mark's Ramblings
Post by: Abandoned on September 27, 2019, 04:31:27 AM
@MarkAnthony If you are only using Kids mods then you should only be using his NewFloraEdit mod without Necora's patches.  NewFloraEdit found here:

http://worldofbanished.com/index.php?topic=2725.msg55904#msg55904

There is no problem with Mother Tree - like other foresters and vanilla it takes a while before forester clears land, plants trees, and cutts trees.  It also depends on how far away forester lives and how many laborers you have picking up and taking to stockpiles.  Vanilla forester can have more workers.
Title: Re: Mark's Ramblings
Post by: TaylorItaly on September 27, 2019, 05:21:29 AM
Quote from: MarkAnthony on September 26, 2019, 09:54:52 PM
I have some questions for you @kid1293 or anyone else who may know.

MAIN MODS USED:

       
  • NewFlora + Patches
  • WildLifeStarts
  • KidColonialModular - Housing
  • KidColonialModular - Resources
  • KidAmongTrees
  • KidAnimalShedSA
  • KidGrowHuntFish
(1) I'm getting Flax which I assume is coming from NewFlora but the Colonial Clothing Store and the Among Trees WorkShop doesn't/won't use it. I had to build the NewFlora tailor to use it. Is the KidAmongTrees mod supposed to use the NewFlora items too? The Among Trees WorkShop seen in the first image sat with "out of materials" for over three months refusing to use what I had in a nearby barn.

(2) This is my second attempt at using the Mother Tree. In both attempts it seems the output is super low, is it supposed to be? As seen in the second image I placed it in an area that was more than half full with grown trees and you only see a few new little trees and the poor output results.

(3) What mod is introducing the Fire Bundle? I assume it's to be used as firewood yes? I never saw "Fire Bundle" before but remember I am new to using Kid's mods on a regular basis. I didn't buy them because I didn't want to waste "currency" on something I didn't know about.

(4) Lastly, I always wondered about this, please refer to the last image. See the radius circle and how it crosses the river onto the other land mass? Will the radius circle crossing over water without any bridges cause the workers (gatherers, hunters, foresters etc) to behave like Laborers do when you accidentally select something to be cleared on the other side? Will they try and cross over to gather/plant/hunt and then end up dying like Laborers do or do they know not too if there is no bridge?

I'm playing a colonial side-game since I am stuck on what to write further in my Benedy Storyline. I also don't feel up to writing any more of it if I'm only writing it for myself; I don't really know who else is reading it, if any... anymore.

For now, I'm enjoying this side game in KidColonial. I'm hoping that maybe it will spark some new ideas for the current Benedy story should I continue on with it.
                              

Oh , come on , please tell us more storys!!!!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 06:43:16 AM
Quote from: Abandoned on September 27, 2019, 04:31:27 AM
@MarkAnthony If you are only using Kids mods then you should only be using his NewFloraEdit mod without Necora's patches.  NewFloraEdit found here:
I have NewFloraEdit also and have tried it, I don't like it. Maybe it's because of using the patches with it? But yeah I don't like it and here's why - every time I have used NewFloraEdit I get double ClearWildFoods and double Clear Deadwood? I think that was it but yeah, I got two doubled buttons for the gather tools. When I switch back to NewFlora (full) everything is fine no double buttons on anything.

EDIT: And before you ask, no... I did not run NewFlora and NewFloraEdit at the same time.  :P
Title: Re: Mark's Ramblings
Post by: brads3 on September 27, 2019, 07:24:19 AM
with the grass or a desert start,you almost have to use 2 foresters to get the trees planted. the forester is cutting the trees faster than they grow.this means less logs.

have you tried the flora patch without the flax patch? the flax patch would try setting the flax to CC. you could use TANDY's flora mod instead of the fora patch.

fire bundles is a CC item. it could be stuck in the registry or piggy backed in a mod. the merchants might bring other odd items.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 07:28:57 AM
I think the only CC mods I had loaded in that game was the CC Transport and CC Docks, you think one of them added the Fire Bundle?

In fact, those are the ONLY CC mods I use, ever.
Title: Re: Mark's Ramblings
Post by: brads3 on September 27, 2019, 07:30:13 AM
CC docks makes fire bundles from reeds.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 07:35:16 AM
Okay thanks Brad.

While your at it Sir, why don't you just write up a Banished Dossier for me with everything you know and email it to me at markantho......   :P   It'd probably contain some juicy tidbits I could use. It'd save you a lot of time.

You create it, I'll edit it and together we'll publish a "Banished For Dummies" book and get as rich as Luke!  ;D
Title: Re: Mark's Ramblings
Post by: brads3 on September 27, 2019, 08:51:13 AM
that would take the fun of figuring things out away from you.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 09:12:07 AM
Quote from: brads3 on September 27, 2019, 08:51:13 AM
that would take the fun of figuring things out away from you.
But... but... but Brad!  :( We'd be rich! I could buy me some fun!  ::) :P
Title: Re: Mark's Ramblings
Post by: Abandoned on September 27, 2019, 09:18:21 AM
@MarkAnthony The reason you got double icons using NewFloraEdit was because you were using it with RKEC which is where you got deadwood from. RKEC has it's own spawners.  Kid's mods use tany's NewFlora and Kid made NewFloraEdit, removing buildings and adding branches.  His mods use tany's flax, the other mods do not.  Necora's patches are for the other mods.  If you want NewFlora flax to work with Kid's mods do not use the patches.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 27, 2019, 09:21:42 AM
Quote from: Abandoned on September 27, 2019, 09:18:21 AM
@MarkAnthony The reason you got double icons using NewFloraEdit was because you were using it with RKEC which is where you got deadwood from. RKEC has it's own spawners.  Kid's mods use tany's NewFlora and Kid made NewFloraEdit, removing buildings and adding branches.  His mods use tany's flax, the other mods do not.  Necora's patches are for the other mods.  If you want NewFlora flax to work with Kid's mods do not use the patches.
I haven't used RKEC in a while now, I'm only playing Kid's mods right now but... I am using Red's RKCart's, RKFarmStand and sometimes his RKStockpiles. That's it.

Roger that on your last part... no patches for Kid's mods. Thanks.
Title: Re: Mark's Ramblings
Post by: kid1293 on September 27, 2019, 01:55:57 PM
It is my fault. I have that deadwood icon in more than one place and sorry to say I don't remember
where I have put it. Live with it. Both work. I have them too (with only my mods).
Title: Re: Mark's Ramblings
Post by: Abandoned on September 27, 2019, 02:40:24 PM
 ;D LOL I use NewFloraEdit all the time and now I have to go look if the collection button says deadwood or branches.  My notes say deadwood. 
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 05:36:33 PM
Hi, would someone please refresh my memory on where it's okay to put uneducated workers to work?

Good: Hospital, School, Churches/Parishes, Vendors, Traders, Farmers, Herdsman, Herbalist?, Gatherer?, Hunter?, Fisherman?

Bad: Blacksmith, Woodcutter, Tailor | (basically anything that produces a 2nd/3rd tier quality item)

Maybe okay? = Miner, Stonecutter, Sand & Clay pits etc. | though higher chance of likelihood of deaths, right, mainly Stonecutters?
Title: Re: Mark's Ramblings
Post by: brads3 on September 28, 2019, 06:10:40 PM
depends on the mods used. generally the teacher,cleric,and doctor won't matter if they are uneducated. traders and vendors and laborers can  slow down.anyone else production will drop. by how much depends on the mods. also depends how much you need th output. tailors and blacksmiths don't matter as much if you have a good supply stockpiled.once you have enough bannies thou the blacksmith walking farther to get materials will cost you tools.

again it depends on the mods. some are more forgiving than others. below 40% education level,work suffers and the town becomes harder to manage. below 30%, you will aready be in domino mode where lack of tools and firewood or food almost stop work the bannnies waunder around looking for 1 supply than another.   the difficulty level is similar to NILLA palying the North ironman style,but with many more bannies to deal with.

   your list of good to be uneducated is from a North mod.TOM changed the requirements so education matters to processors.in that case an un-educated worker does have a penalty. they use up more goods  to produce less stuff.DS's processors seem to have similar traits. in both you are also having effects from happiness plus the lack of education.
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 06:52:34 PM
A post I made on Reddit:

Lack of education really is a massive productivity hit (these numbers are without mods):

Firewood and especially tools are very bad. This is because there is are two compounding penalties, one for trees=>logs (and surface rocks=>iron), and then ones for logs=>firewood and for logs+iron=>tools, as follows:

With uneducated workers you get only 2 logs per tree rather than 3 with educated.

With uneducated workers you get only 3 firewood per log rather than 4 with educated, so that means one tree can yield only 6 firewood, rather than 12 with educated workers from the same inputs in the same amount of time. Your firewood production is cut in half with uneducated workers.

With uneducated workers, you get only 1 iron per surface rock rather than 2 with educated; your iron production will be reduced by 50%.

With uneducated workers you get only 1 tool per log+iron rather than 2 with educated, so that means with uneducated workers 1 tree + 2 iron rock=>2 tools, rather than 6 tools + 1 iron leftover with educated workers from the same inputs in the same amount of time; your tool production is cut by 2/3s with uneducated workers. This is the biggest hit of all.

Since you also get 1 stone/surface rock instead of 2, your stone production will be reduced by 50%.

Other hits:

Uneducated farmers and fishers produce 5 food/square rather than 7. So you will get 600 food/season from a 120-square farm rather than 840 (29% less food)

Uneducated hunters produce 160 food and 4 leather/deer rather than 200 and 6 (20% less food and 33% less leather). Uneducated herdsmen have the same penalties (except that, unaccountably, uneducated shepherds get the same amount of wool from sheep that educated ones do. I suppose that is due to the fact that the sheep themselves are not less intelligent, just the shepherds).

Uneducated tailors produce 1 coat for 2 wool/leather, rather than 2 coats. So, since your leather production is reduced by 1/3, this means your clothing production will be cut by 2/3s (except for wool coats, which are only cut in half), just as bad as tools.

Mines and quarries total capacity is halved, and output speed will be halved as well, in addition to increased chances for uneducated miners and stonecutters to be crushed by falling rocks.

Uneducated gatherers collect 16 food per gathering action, rather than 22 (so, a gatherers hut with uneducated gatherers will produce 28% less food than one with educated gatherers).

Uneducated brewers produce 7 ale from a batch of input (30 fruit, 60 berries, 100 wheat) rather than 10 (30% less ale)

Uneducated herbalists collect 2 herbs per gathering action, rather than 3, so herb production cut by 1/3rd

But other than that, uneducated workers are just great. /s =]
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:02:21 PM
Quote from: MarkAnthony on September 28, 2019, 05:36:33 PM
Hi, would someone please refresh my memory on where it's okay to put uneducated workers to work?

Good: Hospital, School, Churches/Parishes, Vendors, Traders, Farmers, Herdsman, Herbalist?, Gatherer?, Hunter?, Fisherman?

Bad: Blacksmith, Woodcutter, Tailor | (basically anything that produces a 2nd/3rd tier quality item)

Maybe okay? = Miner, Stonecutter, Sand & Clay pits etc. | though higher chance of likelihood of deaths, right, mainly Stonecutters?
Okay so based on replies:

Good: Hospital, School, Churches

Slowed: Vendors, Traders, Laborers

Bad: Everything else

Quote(except that, unaccountably, uneducated shepherds get the same amount of wool from sheep that educated ones do. I suppose that is due to the fact that the sheep themselves are not less intelligent, just the shepherds).
I read that somewhere before (but forgot about it) back when I read every General Post there was a couple of months back. Since it sounds almost verbatim, I'm gonna assume that you wrote that @irrelevant    ;)

There are a couple of reasons why I am asking about this topic: I forgot... duh!; I always have a hard time deciding on where to build my Boarding House; I got a neighbor friend who I am introducing to Banished either later tonight or tomorrow and I wanted to be sure I gave her the correct info.

EDIT: And oh! Thanks for the replies :)
               
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:06:01 PM
Yeah, that was me. I searched for it on here but couldn't find it. It was much easier to find on Reddit.

I don't think that vendors/traders/laborers are slowed, they are just as good uneducated as otherwise. But I think that uneducated builders do take longer to build stuff.

eta: You're welcome!
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:07:23 PM
Just curious, why are you building a boarding house? They have a single advantage over regular housing: they burn less fuel. But they require so much fussing over!

ets: I guess they are okay if you build them as the first housing, but after that....
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:12:23 PM
Quote from: irrelevant on September 28, 2019, 07:07:23 PM
Just curious, why are you building a boarding house? They have a single advantage over regular housing: they burn less fuel. But they require so much fussing over!
How so?

I don't know, just because... it's there  :P

I do know that the only time I consider building them though is when my population growth seems slow even though I have plenty of room and plenty of homes for them. So I'll invite Nomads once in a while to help speed things up and with the Boardinghouse they can start having more children albeit at a slower rate until I get around to building more regular homes to accommodate them.

EDIT: I don't know why but ever since I switched to using Kid's mods my population growth seems slower. I do have some old farts so that's part of it but they're only in a couple of homes, everyone else has a home with room to grow. It almost feels like I am playing with an aging mod again.   :-\
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:15:56 PM
No new families will form in a boarding house. You have to do evictions/fake demolitions to get a new family to move into a boarding house, i.e you need to demolish existing housing (ones already with mature children) to force families to move in, then recover the demolished housing and hope that two of the children stay behind (from two different families), having formed a new family.

eta: Nomads work because they already are in families when they arrive. But no children who grew up in on-map housing are going to move into a boarding house unless you force them to.

eta: I'm not sure I have explained this very well :( Here's how you form a new family in a BH. You find two houses that each have children who would hook up if you built a house for them. Then you demolish both houses, forcing both families to move into the BH. After you wait long enough for the two youngsters to notice each other and form an attraction (just close your eyes and pretend), you undemolish the two houses, and the two families will move back into those houses, ideally leaving the two youngsters behind in their new rental home (it doesn't always work).

But if you go to all the trouble to do this, why not just build a house for them, and they will move into it?
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:24:17 PM
I've seen children born in Boardinghouses before --  I thought I did anyhow.
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:26:26 PM
Yes, children are born in BHs all the time. It's getting the families created that is the trick. Look at the edit to my last post.

Boarding houses are great for housing nomads. But then, they don't actually need housing at all.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:31:53 PM
Quote from: MarkAnthony on September 28, 2019, 07:12:23 PM
EDIT: I don't know why but ever since I switched to using Kid's mods my population growth seems slower. I do have some old farts so that's part of it but they're only in a couple of homes, everyone else has a home with room to grow. It almost feels like I am playing with an aging mod again.   :-\
The actual reason for this is that I'm using Kid's Old Town mod and that one is mostly three occupancy homes and I use these mainly because they are multi-story homes, so it's my fault not Kid's that I am not using enough of the single-floor four occupancy homes.

*sighs* I need to rethink things here, housing-wise but until I get around to it; "Welcome Nomads! Jobs for all and plenty of food and tools!!!" lol
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:34:15 PM
So I can see in this case that a BH is a good short-term solution to a housing shortage. But you still have to do the fake-demolition two-step (or maybe it's a fox-trot or a cha-cha or a tango) to form those new families.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:36:50 PM
I think I'd suck at the Cha-Cha but in my own mind I'm a legend at the Tango!  :P
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 07:39:07 PM
I always think of True Lies when I think of the tango.

Read the Flowerchild Commune challenge thread for a thorough discussion of BHs. http://worldofbanished.com/index.php?topic=792.0

I also blogged my Flowerchild Commune town: http://worldofbanished.com/index.php?topic=802.0
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 07:40:39 PM
I recall that scene in the movie now that you mention it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 08:22:11 PM
Why are we headed up North @Nilla and @irrelevant ?  :)

I'm coming too, just lemme pack my bags!  :P (Loading...) 

It's been so many years since I stared at a loading screen! Anyone remember that from the original EverQuest?!  ;) Ahh... those were the days!
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 08:27:01 PM
Quote from: MarkAnthony on September 28, 2019, 08:22:11 PM
Why are we headed up North @Nilla and @irrelevant ?  :)
Because it's hard as heck!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 09:36:40 PM
QuoteBecause it's hard as heck!
I thought DSIM was harder at least for me it was but I'm game.  Choosing mods now...

I don't recall if I ever tried playing North with Ironman or not so I added it since @Nilla did; I think I usually played with Norseman. I traded Nilla's tiny mod for just Kid's SmallTownHouse and an extra cart mod, RKCarts. I added Kid's MarketPuzzle for @irrelevant 's market mod.

Then I added me some little piglets and kids (goats) in pajamas!  :P   And other choices for roads, tunnels and bridges and some extra non-vendor storage options. And since I am playing with Distasters on and I usually get tornadoes (that's my luck) I added the NomadsZeroPop mod too.

EDIT: What start choice are you two picking to begin with?

P.S.: Forgot to say --> It's been a while since I used an aging mod, so for me this is gonna feel brutal!   ???
               
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 09:47:37 PM
This was my start. I wanted to go a bit easy on myself.... :) No Ironman, it's hard enough without it (this time)  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 09:48:55 PM
LOL @ the town name!  Say that three times fast without spittle!  :D
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 09:50:08 PM
Lol, I know! :o

Although obviously, it's pronounced just like it's spelled.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 09:53:23 PM
Aww... no goats in pajamas for you? They're very hardy northern animals and cute when dressed up and small!  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 10:04:54 PM
I've never tried the Trapper start before, so now is a good a time as any I suppose.

Worst than not knowing what that start will be like, is I'm still dreading using an aging mod again... and a harder one to boot!

EDIT: I don't know if something is messing with my Limits window or not. I'm not referring to the vertical of the window but the blank limits. I don't remember that in North before. And as far as the Trapper start goes, meh!  :-\ :( I was hoping for better hehe, it's gonna be a rough start I think.
Title: Re: Mark's Ramblings
Post by: irrelevant on September 28, 2019, 10:54:18 PM
The blank window is the events log; nothing has happened yet  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 11:06:50 PM
Quote from: irrelevant on September 28, 2019, 10:54:18 PM
The blank window is the events log; nothing has happened yet  :)
I said the Limits window, silly!  8)   See how the bottom half is icons only, no labels?
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 28, 2019, 11:13:22 PM
Because of the position of the starting Trappers Hut I have to build me three bridges! Pfft!  OR take my chances on the Trapper dying by getting stuck on the other sides.

EDIT: Okay, what the heck, right off the bat they idle! All of them! I have things unpaused and they are not even clearing the job sites. Three seconds into the game, they grab their stuff from their bags and then idle!  >:( The only ones who went to work is the Trapper and the Hunter, the Builder and the three Laborers won't do anything.You don't need a barn to clear these job sites, besides they have a little room in their bags. The stockpile is already built and ready to go so they got places to put stuff.

EDIT AGAIN: All is well, I think. For some reason they wanted me to have them do a couple of trees/stone first before they started working on clearing the sites. I never had that happen before. Normally if you got stuff unpaused and even prioritized they'll immediately start clearing a site. These guys, wanted to warm up with a few swings of their tools first!  Go figure.

Bah! Now it happened again, the Laborers got half way through with clearing the Fishing Dock and then stopped, they did clear the first Goathi and the Builder built that but afterwards they all went idle again. The Builder won't even visit the Chopping Block which doesn't even need to be cleared or built, just visited/touched by a Builder. What gives? Whelp! Now they're dying of starvation.

I'll try again tomorrow morning.
Title: Re: Mark's Ramblings
Post by: Nilla on September 29, 2019, 01:01:23 AM
"Ironman" is brutal. As you might have read, I had some starvation and needed to go back, too. It´s very bald to try "Ironman" without much experience from the North. But we know you; no fear!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 05:02:17 AM
I don't think Ironman had anything to do with it. Idling at the very start if the game with 5 hearts and Stars? Clearing like 3 pieces and then stopping and idling again and refusing to do anything ever again from that point on? Nah, something else is going on.

I said I was going to bed after that last post but before I went to bed I tried restarting. The only thing I did differently with the restart is I selected a small area for them to clear since they seemed to have wanted that first in the original start. Things went a tad better but then they "bugged out" again. I got several of the places built this time but I had trouble with the Builder from then on. She was working on the bridge next to the two Goathi's. She got a bit more than 1/2 way done then stood "working"/"twitching" in front of the Goathi nearest the bridge. I switched her back and forth between Laborer and Builder to reset her and that cleared it up for a few more Work Units on the bridge and then she went back to standing in front of the Goathi again. Maybe there was some sort of pathing issue. I don't know.

I'm here again only a few hours later; couldn't sleep (in pain), so here I am.  *sighs Because of my mood and lack of sleep I don't feel like restarting it a second time, I'm going to change maps. (1)Either the pathing was bugged; (2)the pathing was bugged because maybe I built some things too close to one another or (3)maybe that map seed was bugged. I don't feel like figuring it out.

I wasn't too thrilled with the Trapper start anyhow I guess mostly because I couldn't decide which I needed for the Trapper furs since I forgot; either the Tanner that worked with hides (don't think so) or the normal Tailor. I was just gonna figure it out after everything else was built first but then I ran into my issues. I think I will just go with the Farmer start this time, I never played that one either. I think half of my North games were with the Shepherd's start and a couple with Anders and Ella.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 06:50:30 AM
Been up for two hours now; I've had my morning ciggie  :o (don't judge lol), my very important glass of yummy chocolate milk  :P (chocolate milk in the warmer months, hot chocolate or coffee in the winter months) and I think I managed to put some semblance of a brain on and I've calmed down.  ::)

Because I hate to think myself the quitter-type I am going to retry this start for a second time. I took a closer look and it does look like I had a pathing issue but it was of my own making (nah it wasn't, it was all Tom's fault!  ;D lol j/k). There was indeed a pathing problem with the bridge and Goahti next to it; I've been spelling it Goathi, my apologies to you Euros out there.  ;) It appears as though there is a passable space around the Goahti because of it being round but there wasn't. I tried putting a dirt path down between the Goahti and bridge but couldn't. I moved the bridge one tile over to line it up better with the Trapper's Cabin and the Goahti that was next to the bridge was relocated further away, and just to be certain I laid down dirt roads this time to make sure of my spacing. I think this will fix things at least I am hoping it will, I'll let you know.

               
Title: Re: Mark's Ramblings
Post by: Nilla on September 29, 2019, 07:33:27 AM
It looks like a very hard starting position. I can only wish you luck and hope that you manage the hard start..... and you are probably right; Tom is very resourceful and may have come up of some evil stuff, none of us can understand. ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 07:41:52 AM
Okay so the pathing problem was fixed but I had two starvation deaths (2 out of 6) just now. I had a Fisherman and Hunter working the food and I had a Smoking Shed for the fish and the Campfire for the Venison to try to extend the food but it wasn't enough. I just got that bridge built when the two died; the Gatherer on the other side of the bridge was next to be built for another food source but it's too late now. I need to tweak my build orders a bit further I guess.
Six adults, zero children and no need for a school (that's kind of nice really to not have to fuss with that):Maybe I should forgo the two food processors and increase the builders on the bridge so I can try and get that Gatherer Shelter built sooner; I really don't want to move that Gatherer's Shelter to this side of the bridge but I may have to do that if this next attempt doesn't work.
               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 07:50:04 AM
Quote from: Nilla on September 29, 2019, 07:33:27 AM
It looks like a very hard starting position. I can only wish you luck and hope that you manage the hard start..... and you are probably right; Tom is very resourceful and may have come up of some evil stuff, none of us can understand. ;)
Maybe not a very hard start but yeah, because of the placement of the starting Trapper's Cabin with it's radius overlapping a river on one side and a stream on another I am forced to build 2 minimum/of 3 necessary bridges at the beginning of the game lest I chance the Trapper getting stuck on the other side without a way back. I could always not use the Trapper at the beginning like I did this last try so only one bridge to get to the Gatherer would have been needed but the Hunter has only gotten 1 hide in each of these start attempts. After the start of the game I have 0 clothes remaining and the Trapper gets about 3-5 Furs, better than 1 Deer Hide anyhow. /shrug

I'm gonna try getting that bridge built faster to get the Gatherer Shelter up, I'll worry about clothing immediately after that... somehow...  maybe just snap my fingers and I'll have an extra worker fall out of the sky!  Oh yeah, that never works!  ::)
Title: Re: Mark's Ramblings
Post by: Nilla on September 29, 2019, 07:51:32 AM
I wouldn´t build a gatherer at all (in fact I haven´t any yet in my Ironman game). The only way to succeed at the beginning (at least to my experience) is to send EVERYONE out to pick wild food from July until the frost comes. A gatherer only picks ripe food during this short time, the rest of the year it´s only firewood. That´s too inefficient in an ironman game. And I don´t use a built hunter at the beginning either only the instant hunter when a deer herd is close.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 07:58:55 AM
That's what I am using, the instant Hunter -- maybe just not the most ideal spot I'll have to try and find another location. And in my first and second attempts at the game when I had my pathing issues I was doing the wild food gathering (forgot to this last attempt) but here is where you are very right! -- I hardly have any to gather in my surrounding area, I think I had like 9 red dots to collect, I'd have to go more than a monitors length away to get more. So in this instance, a very hard start for sure that's why I was thinking the Gatherer's Shelter would bail me out.
Title: Re: Mark's Ramblings
Post by: Nilla on September 29, 2019, 08:33:45 AM
Quote from: MarkAnthony on September 29, 2019, 07:58:55 AM
That's why I was thinking the Gatherer's Shelter would bail me out.
I´m pretty sure, it will not. I wouldn´t use the instant hunter on one spot on Ironman, you can only use it when you see a flock of deer coming. If it´s big. use 2-3 people to hunt as long as the deer stay. They will soon go away and the hunters (maybe except one that could work the campfire) should be reassigned until next flock return. But I suspect that not many flocks of deer are in the area of your starting position, that (and the small area to collect wild food) was what I meant when I talked about a bad starting position, not the location of the trapper. And the trapper is of little use until you have a trading port and can trade furs for food.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 08:38:24 AM
I'm not the trader you are Nilla, I think you eat, sleep and drink trading!  ;) I'm a school guy so the first thing I think about is schools and it's nice not having to worry about schools in this game, at this time (no children, advanced materials needed). I know you do too but you got trading in your blood as well. I wasn't even thinking about trading as far as my furs go. I was thinking that since the Hunter was barely getting any Deer Hides (just 1) that I'd turn that 3-5  Fur into clothing for my people. Is this wrong you think?

And just to double-check with you, which is the correct Tailor Shop to use for Fur, the one that makes "coats" right, not the other one?
Title: Re: Mark's Ramblings
Post by: Nilla on September 29, 2019, 09:17:24 AM
I know of only one tailor shop in the North, so I would use that one (even if some other tailors may use it as well) It needs logs and clay to be built. Fur and fur coats are very expensive and you can buy a lot of food for it but at the beginning, in an Ironman game, it´s not wrong to make clothes from it. If you don´t have sheep from the start, it´s hard to get enough, you need to hunt very hard. That´s why I choose the shepherd start; less stress.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 09:47:54 AM
Tom has an additional Tailor, I added that one as well. Thanks for the info. So far this 4th attempt is going okay, not dying yet anyhow haha. I made sure I was more diligent with collecting wild food and chasing deer when nearby. I just got the bridge built and am working on getting the storage shed and turf house built on the other side, then the Gatherer itself. Making breakfast right now.
Title: Re: Mark's Ramblings
Post by: brads3 on September 29, 2019, 11:06:41 AM
the tannery should help cure the leather for use with other modslike EB's shoes or saddles.you should have deer or cow hides there up north more than leather.some processing can be done at the workshops that addon to houses.you should check the fire pit to see what he does as well.the North has some different options.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 04:19:44 PM
What is the batch size conversion the Campfire is looking for when making Roasted Venison? I ask because my Campfire inventory sits at 28 Firewood and 27 Venison and it tells me "out of materials" with those amounts all the time. The only time he works is when there is a fresh batch of Venison so like 28 Firewood and 127 Venison then he kicks into action again. But at 28 Firewood and 27 Venison he does nothing. I'm thinking batches of 50 maybe? Doesn't seem to be 25 because I have 27 he won't use on it's own and after that 100 us used up I'm sitting at 27 venison again, leftover. I have plenty of Firewood in my stockpiles so it doesn't seem to be a fuel issue.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 29, 2019, 04:26:39 PM
I had a nice long nap today to make up for last night's lack of sleep so my game is a lot further behind than Nillas and Irrelevant's. I'm really not liking this incredibly slow-pace and tons of micromanagement. I'm only in year four with the same 6 adults and three new, young children and it looks like I'm going into a starvation crisis again. With no crops and orchards or pastures food is a constant struggle and I'm actually getting bored with it all. I don't know how long I will stick with this one, sorry if that sounds weak.


Edit: Yeah, a child just died, then a Builder, then the Laborer who just delivered food to her home and died at the doorway after dropping it off. The Builder was following right behind the Laborer girl, but died before her; guess she offered to make him a sandwich but he couldn't wait any longer.

Ironman isn't for me I guess, Norseman was a tad easier but still slow... but easier. I think I'll go play with Kid's again.  I'll leave it to you to make the correct interpretation of that last sentence. lol Shame on you!  ??? :P


Hey, did this site go down for anyone else? Crashed with a 503 server busy error for about 5 minutes or more at my end; seemed slow for me all day today - actually thought it was my wifi.
Title: Re: Mark's Ramblings
Post by: Nilla on September 30, 2019, 01:29:28 AM
I think Ironman isn´t for you if you don´t like to micromanage A LOT, ALL THE TIME! Every Banni need to make different things different times of the year and also depending on what you need right at that moment. When I play it; the first 10 years or so, there´s no one that keeps his profession all year.  It´s no way a weakness if you don´t like to do that. It´s simply another kind of game that´s not for everyone. That starting position also made it extra hard in this case.

Even if you´ll take a break from the North (You can also play it at normal speed but don´t get the new happiness) I can tell that as far as I remember, the campfire takes 50 or maybe 48 (?) venison and makes 60.  You also asked about the tailor, I meant that one you used, I didn´t even realize that the vanilla type was still in the game, sorry.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 30, 2019, 01:57:14 AM
Tom's Nordic Tailor is an addon from his mods section where you got the Turf Houses so with that I had two different tailors.

Falling asleep at the computer. Good night.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 03, 2019, 01:09:56 PM
Hey @kid1293 , how ya' doin'?  :)

I'm on my second of three days off and yesterday I left the wild west and headed east to try your gothic sets. My setup for that game was using your GothicFantasy, GothicFarm, MedievalGrace, and MoreHouses (Dark). Mostly I built from GothicFantasy and MoreHouses (Dark). I liked it.

This morning I decided to change it up a bit and I am only building from MedievalGrace and I'm really enjoying it. Whatever I can't get from MedievalGrace I go and get from the others. I got a couple hours into the game and was liking how things were set up but I goofed on the GardenCenter placement so it wasn't getting anything put into it. I read about where it needed to be if I wanted the people to drink the ale and wine before I played these yesterday but had forgotten for this morning's game.

I'm playing on a small map and the one I was given was separated in a lot of places by water so bridges would have been needed in many places. I was building on a peninsula and was cramped for space so I placed the GardenCenter down where I could but unfortunately when I realized my mistake after that entire section was built up and working for a while it was too late to move it. I'd have to tear down the MedievalStorage, a 7 person home and the GardenCenter. I was fighting to get stone for all of these buildings so I depleted all my nearby reserves and stone on the ground. I hadn't yet built the second bridge for the other land mass where my quarry was set to be built so that didn't help either.  So no more stone in the nearby areas meant only one option, delete the game and start over!  :o Even if I managed to tear those buildings down and scrounge up stone somewhere, somehow and do it all over taking a few steps backwards in my game progress, it would have bugged me deep down for being so wasteful with materials in the first place. So for me, I'd rather lose a couple/few hours of play and restart the game than to just throw building materials away as recklessly as I basically did.

Anyhow, was writing to say that I'm enjoying these and thanks!
               
Title: Re: Mark's Ramblings
Post by: kid1293 on October 03, 2019, 02:46:51 PM
Thanks! :)
I am full of laughter since I can see before me the angry bannies demanding to get their share.
Gathering at the Garden Corner for a beer and oops! - not there!  ;D
Beware of the revolution! (better restart)  ;D ;D

Do you think Medieval Grace is expensive to build? After all, I set a high price. Modders vanity. 8)
It is always like that with big buildings. Real-life buildings cost a lot too.

Glad you shared your impressions. :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 03, 2019, 04:50:15 PM
Nah, the cost of stone for nearly every building in MedievalGrace didn't bother me, it's actually been a while since I had to spend stone like that but it sure beats having to hassle with the whole iron ore to iron process elsewhere and that's what I remind myself of when I yell out to my Banies, "Moooore stooonnnneee!". I sometimes hear a Banie reply back, "What! I just gave you 58 for that last one and you want more?!" "pfft, thhbt!"   :P

I notice that some other players who post here on WoB and Abandoned too often uses those mods that give more resources when gathered/collected or to re-grow stone and etc., MedievalGrace surely would benefit from those, that's for sure.  ;)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 03, 2019, 08:21:33 PM
Okay so after a late nap and then after making dinner I restarted that MedievalGrace game. It was a simple setup and already I seem to be bugged, or that map is I don't know.  >:(

I have tried restarting it five times now to the same result: they won't use the stockpile and they won't start bringing materials to the school I'm trying to get up. In each of these five attempts I have moved the stockpile to a different spot, and I moved the school too - they just keep dropping their logs down, picking them up, and dropping them down again, rinse/repeat as I sit there watching the logs move from right to left like an inch worm moving them towards the stream on the left. What could possibly be wrong with the way I have things set? The stockpile works, it was an instant built one and they even managed to place a load of stone and one load of logs into it, and they even moved that one load of logs to the school afterwards but all the other logs out in the field just gets picked up and dropped all over the place. I'm baffled, and frankly annoyed too!  >:(               

EDIT: You can't see the footprint to the school very well but it's at 2 o'clock from the starting cart's position.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 03, 2019, 09:32:48 PM
I think that last map would have been a really good one to build on but I'm in no mood for shenanigan's, "Oh golly gee, where do I put these logs? I'm so clueless!"  Thhbt!  ::)

So I started on a different map and this one will be interesting; I get to build my way out of the crater it stuck me in at the start. I haven't built tunnels in a pretty long while and I like @Discrepancy 's DSTunnels mod a lot so I shall enjoy this too... I hope; I pray for no more shenanigan's though!

               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 03, 2019, 10:37:36 PM
For a minute or two at the start I thought the same thing was happening again; trees were getting cut down but there were no sign of logs going to the stockpiles in the immediate area. Lo and behold they delivered them to the school and it was built in time.

I'm on my way to Gothika at last.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 12:15:30 PM
Continuing on from my last post in the "Here's a couple of mods some of you might be interested in. (http://worldofbanished.com/index.php?topic=3473.0)" thread here's what's going on with my newest game:



About the mods:
So besides the doDaylightCycle and KidTreeTopper mods that I'm trying out for the first time, here are some other mods I am also using for the first time as well:It goes without saying (I hope) that Kid's TreeReplacer mod makes the map look fabulous, all those great looking trees and color everywhere! That, along with NewFlora and Kid's WildlifeStarts for animals and grass is a wonderful way to start a game.

I blame @Abandoned for the woodcutter, rockrespawn and fishing buff mods; I've read many of her stories and saw her using them all the time it was as if she was beating me over the head to get me to start using them myself, so I'm game to try anything once.  ;D
Kid's recently released OverrideBlackClothes is quite a nice change from what I consider to be the boring and bland normal clothing, they look sharp in their new duds! Besides... Halloween is approaching and this newest game of mine just so happens to be another Kid Gothic-themed game and I can test out that rockrespawn mod too! So Boo to you!   ::) :P

Uhm what else? Oh... the TerrainFarms is a replacement I decided on for the BetterFields mod. The only reason I ever wanted to use the BetterFields mod is so that my crop fields could be planted on hillsides but what I didn't really care for was how BetterFields changed the allowable sizes for crop fields and how it changes messes up the number of Farmers. I didn't like those two aspects personally. TerrainFarms just allows the placement on sloped hills and nothing more; default number of Farmers and default crop field sizes!  Perfect for me!

Gwinnfields (RNG):


Season: Halloween
Theme: Gothic
Map Seed: 417071614
Terrain Type: Plains with Lake (using DSTerrainsAndClimates mod)
Terrain Size: Medium (per my usual)
Climate: Fair
Disasters: On (per my usual)
Starting Conditions: AE ElkGrouseBearGrass (Adam & Eve using Kid's WildlifeStarts mod)
Story Mode: Undecided, maybe... :-\

I'm already a half hour+ into the game already and as you can see from the screenshots that I will repost below I already have some things built. I really don't feel like starting over just to get a few screenshots; besides... I actually don't have a story in my head to tell this time, honestly. I still think that Benedy story would have been a good one but I'm several days removed from that one now and frankly I lost a bit of interest in it since I had gotten stuck idea/story-wise.  :(

See ya, 'round!

~Mark
               
EDIT: Forgot to add my ModMan profile, that's 70 enabled mods by the way.



EDIT AGAIN: Just for the heck of it and because I can I decided to link my Benedy storyline since I mentioned it here.  :) There's only eight episodes so it's not too long of a read. I had other ideas written down to finish the story but I got stuck on how to tie those ideas into the storyline. C'est La Vie!  :(

If interested in reading that story of mine you can just start at the Episode 01: Benedy (http://worldofbanished.com/index.php?topic=3216.msg64097#msg64097) link and just scroll your way down to the others. There are a few miscellaneous posts in between the story that you could just skip over; I've linked them all just in case someone would prefer to read it that way.Please enjoy and by all means - critique me!  ???   Seriously, I'm curious as to what you thought.
               
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 01:02:18 PM
Quote from: 1 on October 06, 2019, 12:50:38 PM
Those night shots look good, im not tested that mod yet my self, but that preview say, that im gonna probably use it allways in my games. Just that i have not played banished long time now.
Yeah, that ModMan profile of mine up above shows all of the mods in my collection but roughly only about 40 of them are selected for my Base Profile. The Base Profile is every mod I use in every single game I play and then I load that Base Profile when I am ready to start a new game then add on to it. This doDaylightCycle mod just got added to my Base Profile and it's going to stay there indefinitely!   ;)
Title: Re: Mark's Ramblings
Post by: Abandoned on October 06, 2019, 01:49:43 PM
Hi @MarkAnthony, good luck with new story.  Night shots are cool.  I am adding link to where the release of override Black Clothes can be found.

http://worldofbanished.com/index.php?topic=3445.msg64115#msg64115
Title: Re: Mark's Ramblings
Post by: brads3 on October 06, 2019, 04:01:55 PM
when i do 1 of the castles,i start a quarry 3-5years before the costruction.you have KID's tiny quarry and there is a muti quarry as well as others. raise the stone limit when you start and then again when you set foresters.

       have you tried the CC renewable resource mod? it uses a forester type station to plant and regrow stone or iron in a radius.  depending on how you use it,it isn't a big cheat. you still have a worker and it takes time to regrow the resource.placed near a hill works to limit the output. 
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 04:16:28 PM
Quote from: brads3 on October 06, 2019, 04:01:55 PM
       have you tried the CC renewable resource mod? it uses a forester type station to plant and regrow stone or iron in a radius.  depending on how you use it,it isn't a big cheat. you still have a worker and it takes time to regrow the resource.placed near a hill works to limit the output.
I looked at that last night I think but not from the BlackLiquid website since they don't have it in their downloads. This link (https://banishedinfo.com/mods/view/846-Renewable-Resources) for that mod at BanishedInfo shows comments and based on those I decided against it. I also don't like how items planted by Foresters grow in almost perfect circles (mainly trees but now other stuff too with this type of mod); I think it looks more natural if the stone/ore "reappeared" on the ground like how trees re-grow (scattered around everywhere) and not in a perfect circle cluster that stands out too much and looks odd.  Just my opinion.

Quote from: brads3 on October 06, 2019, 04:01:55 PM
when i do 1 of the castles,i start a quarry 3-5years before the costruction.you have KID's tiny quarry and there is a muti quarry as well as others.
Uhm... multi-quarry? What'cha talk'n 'bout?   :D What do you mean by a multi-quarry? A renewable quarry? Or are you referring to the kind where you can select what was gathered? I thought it was only mines that had that. What multi-quarry do you like or recommend?
               
Title: Re: Mark's Ramblings
Post by: brads3 on October 06, 2019, 04:51:51 PM
NEXUS has a quarry that is similar to the vanilla quarry but gives iron,stone,and coal instead of just stone.  KID's tiny is handy since it is smaller and easier to build. i like using that to dredge stone from lakes or rivers.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 05:03:23 PM
Thanks Brad, I'll go take a look for it.

As far as whether or not I will do a storyline for my new game or not I'm still on the fence about it. Right after I wrote my post (reply #145 (http://worldofbanished.com/index.php?topic=3216.msg64397#msg64397) above) I went to take a nap. As I laid there trying to fall asleep I kind of started the beginnings of one in my head. It was just the beginning of a story but it had no plot or theme or anything else after the intro I came up with so I have no idea what it could even possibly lead to. I might have one idea but I want to wait until Kid's two Halloween-themed mods get released, then I'll add those and then start a new game for a story... again... if I can get some sort of plot conjured up!

See what I did there? "conjured" <--- a Halloweeny-type word!  I'm so clever and smartz!   ::) :P Yes yes, Halloweeny is a word! I used it so it must be true!  :D Maybe I should trademark it --> Halloweeny™  haha, I ownz it now!

Where are all these zzz's coming from?! Remnants of a nap I think.  :-X                
Title: Re: Mark's Ramblings
Post by: Abandoned on October 06, 2019, 06:50:00 PM
Hi, I just have to make a correction here.  Kid's two new soon to be released mods, Kid Friendly Pumpkin and Kid Coven are not Halloween-themed mods.  Like Kid's Friendly Blue Too mod with its hedgerows, was geared towards the summer season, Kid Friendly Pumpkin is geared towards fall and autumn with its corn harvest and pumpkin patch and autumn deco.  A coven is most commonly associated with a gathering of witches but not the kind that are related to today's Halloween.  All Hallow's Eve was the night before All Saints Day with a more solemn meaning then today.  If my blog story #48 is giving the wrong impression of what the mods were intended to be, then I apologize to @kid1293

Players are of course free to use as they want but I did want to clarify what these two mods are about.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 07:16:36 PM
Halloween was my wording, geesh. I wouldn't think Kid to be the kind who would take offense by a choice of wording in such a trivial matter.

Although for years (25+ years ago) I was one of those who would put up Christmas decorations after Thanksgiving and leave them up until like February I have now gone back to the more traditional American ways of associating celebrated holidays in their proper months! Autumn October is Halloween, Autumn November is Thanksgiving and December is for Christmas.

You can thank all the dang greedy retailers for my hatred of holidays and decorations out of season now; Christmas decorations in September before Halloween stuff is out and even displayed more prominently? I'm looking at you BigLots and Walmart and et al!  >:(   Thanks for ruining the joy I once saw and felt as the holidays would approach in their proper times!  What wonderful times those were; at least I got to experience that as a kid. I feel sorry for kids today in this sense.
               
So to clarify and to read between the lines of what I wrote above: We're in October; October to me means Halloween.

Yes I know, witches of yesteryear yore are not the same as what we grew up thinking about Halloween. Let kids at heart be kids! Witches = Halloween!  /stomps feet  :P

EDITED: for better word choice.

EDIT AGAIN: Just think! Before all the Christmas decor and candy is taken down at all the major retailers and grocery stores they'll be putting up Valentines Day stuff and a couple/few weeks after that Easter stuff!  *sighs

               
Title: Re: Mark's Ramblings
Post by: Abandoned on October 06, 2019, 09:19:49 PM
Kid Friendly Pumpkin and Kid Coven mods are not Halloween-themed mods.  Both mods can be used at anytime and season of the year, their use is not limited. We specifically discussed the Coven's usablility while creating it.  If Kid does not object to these mods being referred to inaccurately, I do.  Enough said.

Ramble on  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 09:27:39 PM
Quote from: Abandoned on October 06, 2019, 09:19:49 PM
Kid Friendly Pumpkin and Kid Coven mods are not Halloween-themed mods.  Both mods can be used at anytime and season of the year, their use is not limited. We specifically discussed the Coven's usablility while creating it.  If Kid does not object to these mods being referred to inaccurately, I do.  Enough said.

Ramble on  :)
Pray tell! How did I in any way limit the use of those two mods by saying that when they are released I was going to use them in my next Gothic-Halloween themed game? You are the one who inferred I thought of them as Halloween-only mods, not I. Correction: I did say "but I want to wait until Kid's two Halloween-themed mods get released" - so touche'. But still, that's not what I meant.

And yes, onwards shall I ramble; 'tis the name of this thread afterall of which you are a guest who is still welcomed should you stop by again. ;)
Title: Re: Mark's Ramblings
Post by: Abandoned on October 06, 2019, 09:30:58 PM
Quote from: MarkAnthony on October 06, 2019, 05:03:23 PM
I might have one idea but I want to wait until Kid's two Halloween-themed mods get released,
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 09:33:00 PM
LOL we both reposted that at the same time.  :P See my edit please.
Title: Re: Mark's Ramblings
Post by: kid1293 on October 06, 2019, 09:40:08 PM
Stop! You are waking me up!

Good Morning!
You may use my mods anyway you want. If you say it is a Halloween mod, fine.
Someone else may have a different opinion and use it at Easter.

I understand @Abandoned getting angry for putting a mod in a smaller niche
then it was meant to be. In that sense, it is limiting.

I don't like holidays. They remind me of simple things made important through commerce.
Title: Re: Mark's Ramblings
Post by: Abandoned on October 06, 2019, 09:40:41 PM
LOL  ;D funny, just wanted to clarify that they are not Halloween Themed mods.  Thing is people have a lot of mods and are picking and choosing what to add to their growing mod lists and may dismiss them thinking use is limited to Halloween.

Must I ramble on  ;D   enjoy mods when released.  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 06, 2019, 09:50:21 PM
It must be tough going through life being so easily offended at everything. Quit looking for fights that aren't there i.e., quit making mountains out of molehills as my Mom or Grandmother used to say. Even with me initially saying and thinking of them as Halloween-themed mods (being how I saw them for the first time in the month of October I do remind you, and with images and talk of cemeteries, people appearing out of nowhere in corn fields and witches I again remind you) --- that does not limit their use in any way whatsoever, regardless of my opinion; people will use them however they want.

F' it!  I'm gonna load up his Christmas mod and call it a Halloween mod and use it in that next game. Now people won't know what to think! Is it a Christmas mod or a Halloween mod? Mark's using it in a Halloween-themed game ala the movie Beetlejuice or the Nightmare Before Christmas! Damn, now I'm limited!    :P

Sorry but I had too because you seem to be itching for a fight that never was.  :-X

I'll go ahead and ramble on; you however can go ramble off somewhere else. Tomorrow we'll be friends again because I don't hold grudges. As for tonight, "Get off my lawn!"  ROFL  /gotta love Clint Eastwood!  :P
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 07, 2019, 10:30:06 PM
Good evening everyone.

Hey @brads3 I did grab that one at Nexus that you mentioned but I also wanted to remind you that @Discrepancy has one also called DSTunnelMine. His does Iron, Coal and Stone too and can be upgraded in three ways after it's depleted:
Me personally I don't see the reason anyone would want a mushroom farm in game but in real life it's actually a thing and it's smart too so I see it making sense in that regard. Anyways, don't forget you could use Discrepancy's mod as well.

I came here briefly this evening to tell @kid1293 that I sure wish I tried his TreeReplacer mod the very first day I started playing Banished with mods! I absolutely love this change in the trees and all of it's fullness and color. I also want to say that he should have thought of and created that TreeTopper mod a long time ago  ;) because that too is wonderful and it goes exceptionally well with TreeReplacer! I play with these two enabled every game now and I foresee doing so for every game in the future as well. And that doDaylightCycle mod, OMG that's just the wonderful icing on top!  8)

With Kid's TreeReplacer mod and the TreeTopper mod I find myself inside the forests as much as possible now, doing my best to place the treehouses well enough that you barely even know they're there. It definitely makes the village look less cluttered when you don't see so many buildings on the ground.

I would love to see that TreeTopper mod get updated to include suspended rope bridges going from one treehouse to another, a city in trees ala Woodelf or Robin Hood style and having thriving communities up there in the trees like the starting cities for elves in EverQuest for example.  Anyhow... just a bit of wishful dreaming on my part.  ;D

Thanks so much Kid for these two mods; I take them with me where ever I go now!  :)       

EDIT: Hey Kid, last night in a PM you mentioned to me "a reindeer in a desert for laughs" - how about treehouses in Egypt?!  :P       
Title: Re: Mark's Ramblings
Post by: kid1293 on October 07, 2019, 10:42:41 PM
My pleasure :)
I like them also and don't forget Tree Replacer Light if you have an old computer.
I had a lot of fun making the trees. It is a free program that makes them.
(they need editing though)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 07, 2019, 10:54:32 PM
Not sure if you caught my edit up above.

Yeah I have the Light version installed too just in case and yes I have an old and lousy computer but right now it doesn't affect me much using the full version because I play on medium or small maps. If you ever saw some of my past posts I mentioned that I don't play my games anywhere near as long as Irrelevant and Nilla do for a few reasons:By the way, I also tried out your KidTreeDaydream mod today too. Not for me; TreeReplacer is so much nicer in my opinion.
Title: Re: Mark's Ramblings
Post by: kid1293 on October 08, 2019, 01:12:04 PM
Long ago @Abandoned gave me the idea about a group of connected houses up in the trees.
I thought it was not possible to make. Blocking the path on the ground...
I wish I could solve it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 08, 2019, 07:49:21 PM
I was wondering if someone could point me in the right direction.

I once read a mod description somewhere (here on World of Banished I think) that had homes that were raised up/stilted maybe that were intended to be placed on the sides of steep hills or mountains. Do any of you know which mod that was?

Thanks.  :)
Title: Re: Mark's Ramblings
Post by: galensgranny on October 08, 2019, 11:31:22 PM
There is the Coastal Houses mod with stilted houses at https://banishedinfo.com/mods/view/227-Coastal-Houses.  But they don't go on hillsides.   Kid's Mountain Mansions do go into hillsides, but they are not on stilts.  http://worldofbanished.com/index.php?topic=1873.msg38018#msg38018
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 09, 2019, 07:42:59 AM
Kid's MountainMansions was the one I was thinking of. It may have been a player comment somewhere that asked for homes raised off the ground to go against mountains that I was remembering but yes, the MountainMansions one was what I was after.

Thank you @galensgranny                
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 10, 2020, 07:10:25 PM
Good evening.

Can traders travel up and down streams too or just the fat rivers? I don't remember for sure but I could have sworn I saw them travel the streams before when I first started playing but that was many months ago so I forget if I've actually seen that or not.

Thanks!
Title: Re: Mark's Ramblings
Post by: Abandoned on September 10, 2020, 08:36:28 PM
Hi Mark, no river boat traders do not use streams, only the main river one way.  Only deco river boats use small streams.  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 10, 2020, 08:43:40 PM
That is what I assumed, I just can't shake the thought that I swore I saw them travel the streams before... the ones with good water anyhow, not the dried up ones.  Okay thanks @Abandoned .

Title: Re: Mark's Ramblings
Post by: Abandoned on September 10, 2020, 08:51:43 PM
 :) you're welcome
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 10, 2020, 09:19:16 PM
Hey @brads3 , got a question for you Sir! Anyone else can chime in also, I don't mind.  :P

I haven't played a game with NatDiv for a long while now and I thought I would give it a go again. My main mod theme for building will be Necora's Maritimes mod set (most of them, not all of them). Anyhow, I know that NatDiv is supposed to be below Martimes Pine Set so that's where I placed NatDiv. I also have the Martimes mods in the order that @Necora recommends.

I just started a new game using the MultipleStarts mod that I never used before and I selected the Herders start where I begin with three couples, two children and about a dozen sheep. With NatDiv installed my pasture for the sheep requires thatch (grass) to build. There is a "Harvest Grass" button but there is nothing, anywhere for me to gather! I thought, maybe I'd wait a few months to give the grass a chance to grow but still nothing as of the early summer months. NatDiv does provide a grass gatherer/hut where they plant and grow grass but if that is the only way to get thatch (grass) why would NatDiv also provide the "Harvest Grass" button when the gatherer/hut is supposed to be doing that?

Anyways, I was just wondering if you might know why I have no grass at the early start of the game when I need it to build the pasture for my starting herd of sheep? Maybe you are aware of a conflict in my mods?  My ModMan profile in use is shown below.

Thanks a bunch, @brads3 and anyone else who replies.

EDIT: The only actual conflict in mods I am seeing at the moment is between Kid's Rural Clothes override and the MultipleStarts mod. Even though Kid's mod is above the MultipleStarts mod the MultipleStarts mod sets the Banies up with clothing that matches whatever herd the map starts with. So in other words, they are wearing different clothes than what the Rural Clothes override provides.
Title: Re: Mark's Ramblings
Post by: brads3 on September 10, 2020, 10:47:54 PM
i do not think the thatch will spawn nor the NatDiv items with the muii start mod. since you switched off a medium start. you should see the grass when you start the map. if you used a medium start then the pine and thatch should spawn.
you can build the thatch hut and grow thatch that way.

that is the issue with different mods. which ever mod the start options pull fom decides what we get to spawn. same thing happens with the RKEC. no matter how you set the load order,you have a choice RED's options with the wild animals and fodder grass or thatch and no animals except deer. we did solve this to get the pine mod and trapping toload with the RKEC on different starts. with the multi start mod and odd starts, you should not have beaver lodges or eggs either.

last time i tried that multi start mod,it is an old 1,i had issues. fields produced weird inconsistent outputs. made lack of food a huge issue.can't say it will happen to you as i never narrowed down which mod  or mods was affecting that.

i do have my mod order set to need thatch-fodder for some buildings and the houses will burn it without it being bundled.used KID's FO thatch mod above the RKEC. still have RED's flowers and fodder as the grass.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 10, 2020, 10:59:30 PM
I forgot about this note on NatDiv:

"Meadows will spawn naturally in the world from the start of the game (note: only when using the default 'easy', 'medium' or 'hard' start conditions)."

You were correct @brads3 , thanks.

Title: Re: Mark's Ramblings
Post by: Gatherer on September 11, 2020, 11:17:18 AM
Quote from: Abandoned on September 10, 2020, 08:36:28 PM
Hi Mark, no river boat traders do not use streams, only the main river one way.  Only deco river boats use small streams.  :)
Small correction here. Yes, traders do only use the main river but they will also use the little streams if the TP is located on one (if you can find enough space to build one). So the trader will come down the main river and then enter the little stream to get to the TP.
I've done this before with some smaller TP's.
Title: Re: Mark's Ramblings
Post by: Abandoned on September 11, 2020, 01:50:55 PM
wow, good to know @Gatherer  I never tried to build a trading post on a stream, didn't think it was possible.  That could come in handy on a mountain map where space is limited.  :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 11, 2020, 03:21:25 PM
Quote from: Gatherer on September 11, 2020, 11:17:18 AM
Quote from: Abandoned on September 10, 2020, 08:36:28 PM
Hi Mark, no river boat traders do not use streams, only the main river one way.  Only deco river boats use small streams.  :)
Small correction here. Yes, traders do only use the main river but they will also use the little streams if the TP is located on one (if you can find enough space to build one). So the trader will come down the main river and then enter the little stream to get to the TP.
I've done this before with some smaller TP's.
This is probably what I did then and what I recall having seen before. Thanks. A lot of maps lately have been giving me streams, the ones with good water and not all dried up and a couple of those maps had streams going in good directions and I wanted to use them which is why I posted here to find out.

Thanks @Gatherer  ;)
Title: Re: Mark's Ramblings
Post by: RedKetchup on September 12, 2020, 03:47:18 AM
Quote from: MarkAnthony on September 10, 2020, 07:10:25 PM
Good evening.

Can traders travel up and down streams too or just the fat rivers? I don't remember for sure but I could have sworn I saw them travel the streams before when I first started playing but that was many months ago so I forget if I've actually seen that or not.

Thanks!

YES! they will do! if there is the creek connect with main river, they will take the creek to reach their TP!
Title: Re: Mark's Ramblings
Post by: Abandoned on September 12, 2020, 06:09:33 AM
Hmmm..  I have played well over 60 maps, all but one or two with one or more trading post and with creeks joining into main river, and I have never once had a river boat use one of the creeks. The river boats enter the map on the main river.  Perhaps as Gatherer said, trading post must be on creek, or maybe on a lake that the stream runs into.  Interesting.
Title: Re: Mark's Ramblings
Post by: brads3 on September 12, 2020, 07:37:12 AM
i wondered about this. i was almost sure the merchants would use the streams. we have seen so many players have issues due to docks or bridges blocking access.  it is risky.  not all streams are the same width or depth either. a shallow spot or a tight turn can be enough to block the boats.

most maps you start close enough to the main river that by the time you have trade goods to afford seeds,you can already build to it. that is usually my main goal after getting a start village built.

we have heard some stories of the merchants doing weird things. they seem to follow the easiest path. in the case of docks,the boats have issues working around them to the "hole" that accesses the trade post. even when that hole is open and not blocked, somtimes merchants won't go there,according to what players have posted. i have seen players say the merchants went back the way they came into the map. the merchants have crossed dry ground as well.

say you have a long lake with just a small part connected to the river,the boat's path wil be to follow the river in a straight line and not enter this lake. if you build a trade post way on the far end of this lake opposite the river, the boat will avoid going across the lake to the TP. i have seen this. built a lighthouse and the town built up. just left this TP alone. over time,the merchant did arrive ,but it was many years later.   think i built TP's on the lake close to the river. this changed the boat path so it began to move into the lake more. 
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 12, 2020, 08:32:22 AM
Good morning.

My next question is about NatDiv again.

Once the grass/thatch is removed by the "Harvest Grass" button it seems to be gone for good. I would have to use NatDiv's grass gatherer/farmer to replant the grass if I wanted a consistent supply of it. My question is, does NatDiv's grass allow more wild foods to grow for all three of Maritimes Pine Set gatherers to collect? If I recall, @RedKetchup 's fodder thatch helped with that didn't it or was it just Red's flowers only? Anyways, does NatDiv's grass provide extra food on the ground for my Pine Set's gatherers to find? Because if it does then I should probably stop clearing grass in my radius circles.

               
Title: Re: Mark's Ramblings
Post by: brads3 on September 12, 2020, 11:04:51 AM
good question. been a while since i used the original Nat Div. RED was working on the issue of the grass dying off.he hasn't been modding lately.

the Nat Div changes the textures of the original plants. i can't remember if it added any except the grass. RED changed the RKEC some along the way. different versions will have different results. some were more connected to the grass ,most of the berries.

i don't recommend clearing the land completely. clear trees and the rocks with the different tools. depending on mods used,you get a variety of foods and herbs. these change by mods and not all tools will clear all items. you might even have 2 food collecting tools. if you scroll over an area,different foods will show red for different tools.

like the real world,each map is different and so is each forest.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 13, 2020, 03:00:13 AM
Hey @kid1293 ?

Could you remind me please which of your mods had the 2 person occupancy? I think your Mexican one had it with those Siesta Huts or whatever you named them but that mod wouldn't fit in with my northern mountain/forest themed game.

I've built nothing but 4 person homes and I'm just not getting them to make enough babies to boom my population. I am approaching my third wave of old age die offs and I am not getting laborers fast enough to replace them and also keep up with production. My next wave to die off are all past their child-bearing ages and occupy seven of my homes. I'd like to kick them out and force them into 2 person dwellings.

Thank you.

P.S: For anyone else willing to answer, what other mods besides Kid's have 2 person homes?
Title: Re: Mark's Ramblings
Post by: catty-cb on September 13, 2020, 03:50:59 AM
The DS Small Village: Homes (http://worldofbanished.com/index.php?action=downloads;sa=view;down=214) has some tents and pretty small houses (3 people)
Title: Re: Mark's Ramblings
Post by: kid1293 on September 13, 2020, 04:50:36 AM
The monk's house in my Medieval Grace has only 1 person but another
can move in if the monk is inclined to accept it ;D (they sure are) but
they will get no children.

The four houses to the right.

(http://worldofbanished.com/gallery/2582_07_02_18_8_13_54.png)
Title: Re: Mark's Ramblings
Post by: brads3 on September 13, 2020, 06:03:43 AM
if you build 2 person houses now,won't that make the situation that you have worse? in time these bannies will die and be replaced with fertile bannies but willl have no children.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 13, 2020, 10:47:07 AM
Thank you catty-cb, Kid, and Brad.

Frankly @brads3, I didn't think that far ahead lol. You've got a point.
Title: Re: Mark's Ramblings
Post by: catty-cb on September 15, 2020, 03:57:22 AM
Can't remember in which one of kid1293 mods its in, but he has these nomad wells ... I've got the 5% version, 9 times out of 10 when they turn up I send them away, but if my population is starting to get a bit elderly or I've had a lot of deaths then I accept them, especially if it looks like they have a lot of kids
Title: Re: Mark's Ramblings
Post by: Goblin Girl on September 15, 2020, 06:14:35 AM
This is the time to build 6 person houses, not tiny ones. 

So, I typically organize into neighborhoods.  I try to micromanage during the first 10 years or so, with the goal of having a mix of ages and house sizes.  I try to have two or three very large houses, five or six normal, five person houses, and two or three that hold three or fewer.   I find that once I get this set up, it works pretty well.  I mean yes, sometimes you have the old couples living in the big houses.  But eventually this will not be an issue, because you have enough neighborhoods to cover the population growth.
Title: Re: Mark's Ramblings
Post by: irrelevant on September 15, 2020, 09:40:20 AM
TPs on streams....
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 15, 2020, 10:11:02 AM
Thank you for the visual confirmation @irrelevant .  I'm surprised they were even able to fit between the docks and shoreline lol.  :D
Title: Re: Mark's Ramblings
Post by: irrelevant on September 15, 2020, 12:39:47 PM
@MarkAnthony yeah, it is not a simple thing to find a spot where one will fit.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 16, 2020, 09:33:22 AM
Good morning @kid1293

Would you do me a favor please and check your KidStorageCarts mod? Your Workplace cart says it accepts coal but I have two of your Workplace carts outside my coal mine and they would rather walk across the bridge to the other side and drop the coal off at a normal stockpile "8 inches on screen" away.

Thank you.

Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 16, 2020, 09:35:15 AM
Just letting you know @irrelevant and @Abandoned that this current game I am in has two trade ports on a stream and they are being visited quite regularly. Thanks again for the confirmation @irrelevant .  :)
Title: Re: Mark's Ramblings
Post by: kid1293 on September 16, 2020, 01:24:52 PM
Hi @MarkAnthony - I have fixed the missing Coal flag in the file. It should work now.
I don't know how it will behave if you update in a game. Keep a backup if you test.
I can not update the Market Carts. The files are missing.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=337
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 16, 2020, 02:48:40 PM
Thank you for the fix, Kid.  :)
Title: Re: Mark's Ramblings
Post by: kid1293 on September 16, 2020, 02:49:59 PM
No problem. It got me a bit stressed because I will have to update several places and my backups.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 16, 2020, 02:52:13 PM
I'm so sorry about that, didn't mean to make a lot of work for you.
Title: Re: Mark's Ramblings
Post by: kid1293 on September 16, 2020, 02:53:49 PM
I got a long list of mods :) Tthings are bound to happen. If it stays with so little errors I am happy :)
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 17, 2020, 12:39:45 PM
Good morning.

Has this ever happened to anyone before? I built a vanilla mine (it had the Improved Mine visual overlay) and it was built without issue. I turned "work off" and kept it until I had a new laborer to work it. I don't recall if I turned it back on and then hired someone or not but when I went to check the output from it, I wasn't able to click the mine; I wasn't able to remove the structure; and the town hall window showed me as having no mining locations. So basically I had the visual of a mine but it wasn't there to interact with. I went to rebuild a new mine on top of it but couldn't because the new mine saw the building footprint of the original mine.

In the image below the mine on the left is the new one, the one on the right was the original. I never had this issue before and I never had a problem with the ImprovedMine mod before either.  The only thing I can think of that may have "bugged it out" is when the builders finished the roadwork leading into the mine because I think the last time the original mine was "clickable" was before the road was added. I tried removing the road to the mine to see if that would fix it but removing the road didn't help.

Oh well.
Title: Re: Mark's Ramblings
Post by: catty-cb on September 18, 2020, 04:15:14 AM
Sorry can't help, I avoid putting in mines unless I'm desperate as I never seem to have much luck with them, I tend to stick to buying stone and iron, etc from a trading post
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2020, 08:43:29 AM
An issue with herbs lately in my last couple of games trying out @angainor88 's Japanese mods.

I doubt this has anything to do with Angainor88's mods but for the life of me my game keeps coming to a stand-still because no one will pick up the herbs. I've got herbs growing all over the pace and if I happen to place a building down to be cleared everything is picked up except the herbs; they're left behind and construction comes to a complete halt. I even tried building an herbalist and afterwards setting priority on those herbs that have been cut but not removed and  that doesn't really have the effect I want. What I mean is, those herbs are being picked up but only when the herbalist actually decides to go to that particular spot, setting priority doesn't make the herbalist go there on demand so it's taking a couple of years or so before those herbs that are in the way to get removed.

Anyone have an idea on how I can fix this? I am really beginning to hate herbs now. They are such a hindrance and I keep feeling like ditching my games when I can't build anything because herbs are in the way.
               
Title: Re: Mark's Ramblings
Post by: brads3 on September 25, 2020, 11:04:44 AM
what mod sets the start settings of the map? try changing it.
Title: Re: Mark's Ramblings
Post by: brads3 on September 25, 2020, 11:05:49 AM
or make sure you casn store them.might need to build a small spot or some ghost crates.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on September 25, 2020, 11:17:14 AM
@brads3
I'm using Kid Tree Replacer, Lush & Green, New Flora Edit, Kid's Family Start (in that order) to setup the map. I'm using all three of Angainor88's Japanese mods and then some of Kid's mods to fill in for storage and housing and food production (preservation/extension).

The storage I am using is Kid's Storage Carts at the moment. I think this was the problem. Come to think of it I was using the WorkPlace for normal storage and the food cart for the farms/gatherer. I didn't have the general cart for normal barn stuff.

Thanks
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 07:26:09 PM
Good evening!  :)

It's been a long while since I have last shown my mod collection in ModMan so here it is in it's current state.

I once had Kid's mods separated as shown in the Legend but that was when I had only a couple of dozen of Kid's mods. My collection of his mods grew over time and I lost track of "what is what" so I will eventually need to clean Kid's section up again for my own edification; but for now this is how my ModMan Collection sits.

And Just for the heck of it, I am also posting a snapshot of my ModMan profile for my current game.

:P
Title: Re: Mark's Ramblings
Post by: brads3 on October 05, 2020, 08:28:49 PM
if you turn them all on at once,will the computer spin around like a UFO and disappear into a time warp? or just explode? the world waits for that test. LOL

i have a similar issue. after my current map, i need to overhaul my order too. seems the mods lately are bigger file sizes.  it is too hard to pick and choose which mod, there are so many good 1's.

that mod manager is handy. keep a extra copy of orders that you know work. then if something doesn't later, you can double check if a mod got misplaced in the order.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 09:28:02 PM
Hey @brads3

I have turned on 200+ mods before, lol.  :P   Every.. single... one... of Kid's mods (with only one of his Starter mods of course) and RKEC and all of Necora's and Jinxie's and some others as seen on the left side of my ModMan Collection.

Only took 20+ minutes and longer to load!  Haha  ;D

As far as ModMan goes, I do keep notes for each profile I make, especially if I move something out of my "normal" order but when I do I write it down in my notes what I moved and where I need to move it back to after the game is over.

I used to also keep track of how heavy the mods in use are (how many megabytes) and how long those mods took to load from launching the game from the Windows Taskbar to arriving at the New Game screen - but I got lazy and haven't done that for a while. Now all I keep track of is how many mods a game profile uses and any special notes about it.

See the image below for example.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 09:34:11 PM
Back when I last spoke about my ModMan collection last year some time I mentioned this, but I will mention it again --

If you saw my last screenshot in my last post about the ModMan Profile Notes, you'll see I have a profile called All Mods Base. What that is are all the mods I start 99% of my games with. So anytime I am ready to begin a new game I will load the All Mods Base and then add mods to that - whatever I am in the mood for that day.
Title: Re: Mark's Ramblings
Post by: kid1293 on October 05, 2020, 09:45:02 PM
Hi (Good Morning)

Your system looks a lot like the one  @Abandoned uses. She is not using ModMan though.
Either way is good. You use what you are comfortable with.

Just enable what you want for your session and leave it all in place. A sound strategy.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 09:49:12 PM
Good morning @kid1293  It's wonderful to see you again!

Thanks for the reply.  :D
Title: Re: Mark's Ramblings
Post by: brads3 on October 05, 2020, 09:51:41 PM
MARK, did you ever have it load and then right as it comes up to the game,there is a cloud of DOOM? i have seen that ,usually with the North added. most the times game did crash too.

morning?? not here. its 1 am.
Title: Re: Mark's Ramblings
Post by: kid1293 on October 05, 2020, 09:52:36 PM
I guess you are off to bed soon. It is weird to say Good Night when the sun rises ;D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 09:55:42 PM
No, it's morning for @kid1293 , it's almost 10pm for me.  ;D

I had issues when I tried loading every single one of Kid's mods before. But for that test I only loaded Kid's mods and nothing else. I wanted to see how CraZy!$%#@ his buttons would appear in game.  :P ??? The game would constantly crash when I clicked on a certain toolbar button. I ended up having to use the ShortToolbar mod to fix that - he just had more buttons than the game would allow.
Title: Re: Mark's Ramblings
Post by: kid1293 on October 05, 2020, 10:00:32 PM
Good that you mention it. I have thought about (and I do sometimes) include Shorter Toolbar
in the mod. Doing it in all my mods is not an option ???

I never thought this modding business would grow as it did...

One solution is to make a megamod but I do not like it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on October 05, 2020, 10:08:30 PM
Nah, @kid1293 - don't do that.

On one hand I see the appeal of it but it's just not worth the trouble and hassle in the long run I don't think; me personally I prefer to load my mods piecemeal. And yes I have noticed that some of your mods include the ShortToolbar fix.

I always look forward to what you will create next or update so I anxiously await as usual like so many others here do!  ;D

I did ask if you were planning more in your Native mod but @Abandoned spoke on your behalf and basically shut me down on that. But again, I'm always checking daily to see what's new and being talked about.

Keep up the awesome work and of course take regular breaks.

Respect and regards,

Mark
Title: Re: Mark's Ramblings
Post by: kid1293 on October 05, 2020, 10:11:15 PM
Nothing planned for Native. @Abandoned and I were sure we had what we set out to do.
Some other mods will get updated and something new will also come. You just wait and see.

Time for breakfast.

Ramble on! :)
Title: Re: Mark's Ramblings
Post by: Nilla on October 06, 2020, 03:52:09 AM
Quote from: kid1293 on October 05, 2020, 10:11:15 PM
Ramble on! :)

Led Zeppelin fan?

They often accompanies my Banished games. ;)
Title: Re: Mark's Ramblings
Post by: kid1293 on October 06, 2020, 06:04:52 AM
Hi. (Good Morning Mark!)

I hope you were not offended by my Ramble On! It wasn't meant to kick your butt ;D
This is maybe off-topic but I just wanted to say it...



Title: Re: Mark's Ramblings
Post by: brads3 on October 06, 2020, 08:05:54 AM
good morning. is it time to go to bed now?

i agreee, MARK. i  prefer adding a few smaller mods than KID making an all in 1 version.easier on the computer memory. if a couple are similar then i might see them being merged. i think KID did that before thou.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on November 10, 2020, 09:07:43 AM
Good morning everyone; hey there @kid1293  :)

I got a question for you Kid; my last couple of games using your Kid Westward Ho starting mod with your NewFloraEdit and all of your Colonial mods have not been giving me thatch anywhere I don't know why. My first attempt used one of your Prairie starts and my second attempt was using the default medium start just in case picking a special start prevented the thatch. Anyhow, even with a normal default start I don't have thatch anywhere. Below is the ModMan profile for my most recent attempt. If able, please advise as to what I may be overlooking.

Thanks Friend!

               
Title: Re: Mark's Ramblings
Post by: kid1293 on November 10, 2020, 10:56:12 AM
Hi there @MarkAnthony

The thatch is spawned from trees.
You have my Tree Replacer above Westward Ho.
It means that the trees in Westward Ho will never be... No thatch. :(

-- as a start mod, it has to be high in the load order.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on November 10, 2020, 07:13:36 PM
Thank you for the reply Kid, it's an easy fix; I like those kind of problems.  :D
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 09, 2022, 05:33:46 AM
Hey @kid1293 , Just got to say I truly love your Tree Replacer mod, it's a must-have in all of my games! The game world looks so much more alive especially when zoomed in close watching everyone live their lives.


Great work my Friend!
Title: Re: Mark's Ramblings
Post by: kid1293 on March 09, 2022, 06:00:49 AM
Thanks.
I have made a few versions of the Tree Replacer. I am not sure if all are available. (attachment problems)
If you read something and can not find it. Post a question and I will try to upload it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 13, 2022, 07:56:37 AM
@kid1293 So another one of your mods I have been using almost every game recently is your Forge of Dwarves. I love the building styles especially the stone quarry and the mines. I am having issues with the dwelling gates though. Are they not supposed to be recessed into the mountain side?  Bannies won't move into them.
Title: Re: Mark's Ramblings
Post by: kid1293 on March 13, 2022, 10:57:57 AM
The Dwelling is a hostel. If there are other free buildings, people do not go to a hostel.
They prefer a house of their own. Did you block the entrance?
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 13, 2022, 02:38:17 PM
No. I did not block the entrance but it being a Hostel explains it; I didn't realize it was a Hostel.   :)


When I built the first one at the beginning of the game I saw people move in. Later in the game when I built up the mines I added more of those Dwelling Gates for the miners to live in but they never moved into them, only when I built normal houses did they move. I then deleted the Dwelling Gates thinking they were bugged because that's when I saw that the first Dwelling Gate I built was no longer occupied.


Thanks for the clarification.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 19, 2022, 05:20:08 PM
Good evening @kid1293


It's a little after 1 a.m. for you so I am not sure if you are still up but I'm tinkering with my Excel again. I got a spreadsheet in the making for the 200+ mods of yours I have installed. I just started it a couple of days ago but if you are into Microsoft Excel and would like to take a look at what I have so far built up (to see what exactly I am trying to do) let me know and I'll send you a copy.


Anyhow, one of the mods of yours I am working on entering into the spreadsheet right now is your KidGhostTown mod. The structure in particular I have a question about is your "Closed Mine".  There are two options for upgrading this: (1) Reopen the mine (Reopened Mine), or (2) build a new mine (Gold Mine).


I have a test game map running with KidGhostTown and the Debug mod running. I plopped down a bunch of Bannies to fill those two types of mines to maximum capacity of "employees". The Reopened mine uses Miners, and the Gold Mine uses Workers. Was there a particular reason for this? (This was an extra question.)  My current question about the two mines that I am posting for this evening is to say that after starting both mines at the same time and running them for the same duration I see no difference between the two. They both deplete resources at roughly the same pace as one another. Is there supposed to be a difference between the two types of mines?


What I was expecting to see is that the Reopened Mine would run out of resources faster than the new Gold Mine. The reason I expected this was well... a reopened mine infers that it was previously mined to a point where the miners/owners no longer got any worthwhile results, so they shut it down. Therefore, in game I was expecting a Reopened Mine to not have as many resources to mine out therefore it would dry up faster than a new mine.  But anyways that's not what I am seeing in game, and I was wondering if you could clarify for me any differences I may not be noticing.


Thank you @kid1293   ;)

EDIT: What I just now noticed is that the Reopened Mine could itself then be upgraded to a new Gold Mine when it runs out of resources so it's sort of a two-fer (two for one). A new Gold Mine costs 30 logs to build and a Reopened Mine is free to build then a cost of 30 logs to upgrade it again. So I edit my main question --> other than that, are there any differences between the two mines that I am not noticing? I have the game running at 10x speed and I'm a couple of years in so far and they deplete at nearly the same pace.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 19, 2022, 05:47:38 PM
Good evening to you @RedKetchup


:P


I saw you reading my post and I wanted to let you know I editted it while you were reading it.


Anyways, I just wanted to say to you that it's wonderful seeing you around lurking the forums still. And an FYI - I have a spreadsheet for your RKEC too, I started it a year and a half ago but because RKEC is so huge it's taken me a long time and I never actually got it completed because not too long after I started it (a month or two later), I stopped playing Banished because life got in the way. I still have it though and I look at it for reference.   ;D 
Title: Re: Mark's Ramblings
Post by: MarkAnthony on March 19, 2022, 08:58:56 PM
Okay @kid1293


Here's another question regarding a different structure in your KidGhostTown mod. This one is about your Paint House. The Paint House has no actual recipe list in drop-down menu form and that's fine. The toolbar button description says it makes Paint from Flowers and 4 Linseed Oil.  KidGhostTown doesn't provide any removal tools for gathering Flowers from the ground. The Paint House shows flowers inside of it, so I am assuming it provides its own Flowers even though none ever show up in the town's inventory.


My question is: Would the Paint House use Flowers that are gathered off the ground or produced by other buildings from other mods or is it unnecessary since the Paint House seems to provide its own Flowers? I'm thinking this is the case and that the Paint House will always produce the number of Flowers it needs without delay.


Thanks.
Title: Re: Mark's Ramblings
Post by: kid1293 on March 20, 2022, 01:43:35 AM
Hi @MarkAnthony

I don't think there are any substantial differences between the mines.
Except for worker/miner. (don't know why I missed that)
If I remember - I made one to be an 'upgrade'
Yes, maybe they have the same output... live with it ;)

If it works, I do not want to mess with it.
;D I am not only lazy.

Title: Re: Mark's Ramblings
Post by: RedKetchup on March 22, 2022, 11:39:55 PM
Quote from: MarkAnthony on March 19, 2022, 05:47:38 PM

Anyways, I just wanted to say to you that it's wonderful seeing you around lurking the forums still. 

yeah i still lurk around
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 01, 2022, 06:09:24 PM
Alright @kid1293 I just got done entering another one of your mods into my spreadsheet, 140 more to go!   ??? :P


The last one I finished entering was KidForestHaven and I came across a couple of things you may want to correct. This is for KidForestHaven v1.02 File Date: Nov. 12, 2020


(1) Workshop says it makes Bread in the toolbar button description, but the recipe menu doesn't show Bread as an option. Your original version probably had Bread as an option and then in v1.02 you split it off to a separate Baker.


(2) The Baker uses a Worker and not a Baker as an employee.


(3) The Baker in v1.02 says it is using the "Tool Limit. It says "Tool Limit" in the window but when I change the value for Food Limit it actually changes the value in the Baker window, so you might want to change it to say, "Food Limit".


(4) Also with the Baker, the third menu item says "Herb Bread" even though it uses [Flour + Walnut] and the output for that item also says Herb Bread but it goes to a second line item on the outputs page. So the menu name for the 3rd entry and it's output name should be changed to Nut Bread. (To match your other mods).


I'm just pointing these out is all, not telling you what to do. Please accept this as a friendly mention.


Thanks.
Title: Re: Mark's Ramblings
Post by: kid1293 on April 02, 2022, 12:07:30 AM
Noted. It will be updated.

Don't worry. You are always friendly, and pointing these things out
is a sign that you care. :) It is morning here. I will start later.
Title: Re: Mark's Ramblings
Post by: kid1293 on April 02, 2022, 12:59:22 AM
Fixed. All 4 notes were valid errors. You're good :)

I delay the upload. Maybe you find more ;)

Also - Summer Haven had that Tool Limit in the Baker.

What exactly are you doing? Making a spreadsheet of my mods?
If you need any information, please tell me.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 09:01:47 AM
Yeah @kid1293 .


At reply #228 in this thread on March 19th I mentioned I was entering the 200 mods of yours that I use into a Microsoft Excel spreadsheet.  ;D  It's taking a while of course with the sheer number of mods you've created, my employment hours at work, sleep etc.


A lot of your mods have 30+ items in them to record so the spreadsheet is expanding rapidly in size with each mod entered. At the pace they are getting entered into the spreadsheet I must do 5 a day to complete them all in 30 days but well... that isn't happening; I'm getting about 2+ a day done when I get to those mods that have 30-50 items each to enter. So I'm guessing about 2 months + to finish.  :P


As I said in that above reply #228 above, if you are interested in seeing what I am doing let me know and I will send you a copy of my progress so far. I was going to send you a copy anyhow when I was done entering all the mods of yours that I have installed which is just over 200 strong! You have a bit more than 200 in total so I'm getting the vast majority of them into my spreadsheet.


In the same spirit as you and RedKetchup, Discrepancy, Tom Sawyer, Jinxie, Necora, embx61, angainor88, Yandersen, Tanypredator et al, I was going to make this spreadsheet publicly available for download at no charge to those who are weird like me and like spreadsheets.  rofl :P


They then can take that spreadsheet and further expand it to include other mods of their own choosing.


EDIT: In reply to your last comment - I haven't gotten to KidSummerHaven yet but it's on the list. No need to delay the update for KidForestHaven, I completed that one so that's it on the boo boos to fix.  ;)
Title: Re: Mark's Ramblings
Post by: brads3 on April 02, 2022, 09:58:19 AM
that is a huge project , especially if you are running the buildings to ensure the outputs are accurate. good luck with it.

i can remember trying to do a chart way back long ago. wasn't as professional as a spreadsheet but just a notepad. started out to keep a chart of building requirements. back then mills processed some grain types but usually not all. this was before the 1.07 upgrade as well. gave up on it after a week or so. mods were being made at that time faster than i was logging them. not every barn has a listing of capacity, not every mod description has the build requirements listed.

are you sure KID only has about 200 mods? i am showing half that in my backup folder and i weeded it a few months ago. some mods did have multiple versions too.
Title: Re: Mark's Ramblings
Post by: kid1293 on April 02, 2022, 10:02:56 AM
 ;D ;D I thought I was crazy!

Hi. @MarkAnthony  :)
I only wonder - Do you need any information about the mods?
Should any of the codes help you?
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 10:31:54 AM
Let's see if I did this properly via the Gallery.


(http://worldofbanished.com/gallery/13991_02_04_22_10_30_47.png)



Title: Re: Mark's Ramblings
Post by: kid1293 on April 02, 2022, 10:39:25 AM
It is amazing! Do you build and check production? It is a lifetime job!
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 11:03:09 AM
I've been having a lot of trouble loading the World of Banished website today, anyone else?

Anyways, that is a sample screenshot showing some of the structures from your ColonialHouse and KidColonialHouse mods.

This is just a sample screenshot of the main portion of the spreadsheet most people would be looking at on a regular basis. It includes the important aspects of a mod that would then be filtered (by using the filter buttons at the top) to find the information you are interested in.

There are more columns to this spreadsheet that are not shown in the screenshot above, they include the name of the mod (PKM name), and the names of the actual toolbars (breadcrumbs) so you know what toolbars you need to click on to find that particular structure you are interested in.

As you can see in the screenshot, the Tan colored cells with the ? are the information I do not have. I can make guess-ti-mations (new word folks!  ™) by filling barns with potatoes to see how many potatoes it holds, but the value is different if I load it with only Iron Tools. I don't know the weights of the different items so I'd rather have the Mod Author say what the structure capacities actually are.

I am not as intense as Nilla is in figuring out what items are worthwhile producing in regards to profit/trade values, nor am I going to test ouput amounts per educated/uneducated per person/per year. I am not getting that deep into things with this spreadsheet. That's not my intent.

This is what I am after:

For example, "show me all the 2 person houses I can build to slow down population growth" or "show me the largest storage barns I can build" or "show me the foresters with the smallest radius to fit into those tiny spots on a map" (peninsulas etc.)

This is my intent.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 11:12:23 AM
I've included your recipes too for various production buildings. So if someone is playing with a selection of mods and they have Fur or Down, you can look in the recipe list for those items and that will tell you which mod and which structure has the potential to process it.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 11:25:51 AM
Quote from: brads3 on April 02, 2022, 09:58:19 AM
are you sure KID only has about 200 mods? i am showing half that in my backup folder and i weeded it a few months ago. some mods did have multiple versions too.


Has about 200 mods? Nah, Kid has slightly more possibly upwards of 220 or so different mods. Kid would know for certain, possibly even Abandoned. I am not counting his different version updates since they often use the same pkm name thus overwriting each other. He has a few newer mods he created before I returned to World of Banished; his "alien" ones for example. I don't see myself using that style, so I do not have that included in the spreadsheet to-do list.  After I enter the 200 mods of his that I currently have installed and am personally interested in, I may then turn around and include the others mods of Kid's I don't use or even know about... just to be a completionist!
Title: Re: Mark's Ramblings
Post by: kid1293 on April 02, 2022, 01:01:39 PM
@MarkAnthony
I PM'd you but can longer go to messages. I get an error message and can't come back for 20-30 minutes.

I have tried several times
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 02, 2022, 01:02:58 PM
My ultimate goal with the Excel spreadsheet? To include the 445 mods from various modders that I have installed into my WinData folder.


I have three use cases in mind for using that completed spreadsheet:


(1) I can select all the mods I want to use in ModMan and create a game profile for that selection. Then I tell the spreadsheet which mods I have chosen and that will produce for me the actual list of every structure from every mod I have chosen to play with. From there I can filter down those results however I wish, such as: "Show me all the food processors" (bakers, butchers etc) or "show me all the 6 person homes I can build", or "show me all of the storage structures that can fit in this tiny 3x3 empty spot in my neighborhood."


(2) The opposite is possible too. I could have the completed spreadsheet open, select the structures I want in my game, and that will then tell me which mods I need to include in ModMan for my game. Then as above, filter as needed.


These first two scenarios are how I intend to use the spreadsheet. I suppose when the time comes that I publish this publicly in the forums that I may take the time to expand the spreadsheet further to include: links to the mod's download page (if any), links to the mod's discussion page (if any) and then a link to my personal copy of each of the mods included in the spreadsheet in case the other links don't work.

EDIT: No problem Kid, I've been having trouble loading the site as well today. For several hours now this has been happening.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 03, 2022, 11:25:19 AM
Good afternoon @kid1293

There are two things that could use correction in your KidForgeOfDwarves and KidForgeOfDwarvesWinter mods; the same corrections are needed in both.

(1) In the Wood Buildings toolbar, the button for the School has a typo. It appears to me that it might be a text overlay so hopefully you won't have to redo the actual toolbar button icon for the School.

(2) The toolbar button description for the deco Miner Statues says they are free to build. They are not.

Onwards to the next mod --> KidFriendlyBlue and then KidFriendlyBlueToo   :)
Title: Re: Mark's Ramblings
Post by: kid1293 on April 03, 2022, 09:04:56 PM
Fixed and uploaded

Forest Haven V1.03
Forge Of Dwarves V1.01
Forge Of Dwarves WInter V1.01
Title: Re: Mark's Ramblings
Post by: kid1293 on April 04, 2022, 10:03:55 PM
Fixed and uploaded

KidFriendlyBlue(Ice) V1.02
KidFriendlyNeighborhood V2.01
KidFriendlyPumpkin V1.12
Title: Re: Mark's Ramblings
Post by: kid1293 on April 05, 2022, 09:49:54 AM
Also fixed missing menu description in

Gothic Fantasy V1.21

I can not post more than one thing at a time. That is why I haven't written
anything in Mod Discussions. It is very time-consuming with the site in this shape.

It is probably on the server-side. The errors are not related to these pages.
I wish @The Big Chihuahua could take a look.
Title: Re: Mark's Ramblings
Post by: kid1293 on April 05, 2022, 09:29:21 PM
Adjusted building costs in

KidHillsideVillage V1.02
Title: Re: Mark's Ramblings
Post by: MarkAnthony on April 05, 2022, 10:26:35 PM
Thanks for all the updates and fixes Kid. We appreciate it. Goodnight.
Title: Re: Mark's Ramblings
Post by: kid1293 on April 06, 2022, 02:00:26 AM
And typos in

KidMoreHavensV1.03

:)
Title: Re: Mark's Ramblings
Post by: River on April 06, 2022, 04:30:02 AM
Quote from: kid1293 on April 05, 2022, 09:29:21 PM
Adjusted building costs in

KidHillsideVillage V1.02

I have not seen this mod. I looked in Downloads, but didn't see it!  Where can I get it?   :)
Title: Re: Mark's Ramblings
Post by: kid1293 on April 06, 2022, 08:37:07 AM
http://worldofbanished.com/index.php?action=downloads;sa=view;down=639
Title: Re: Mark's Ramblings
Post by: MarkAnthony on May 13, 2022, 09:27:01 PM
Hey everyone!


I thought about this a long time ago but I am not sure I ever asked about it. Has anyone ever figured out where the game's event log is recorded? The events in the event window is being recorded somewhere because it's always available in every saved game.


I am assuming it's within the actual saved game file itself and I was wondering if anyone has ever tried to "break into it". I would think that if someone was able to figure this out and do that then some one else who is good at coding would then be able to write a script or program of some kind to parse that info.
Title: Re: Mark's Ramblings
Post by: MarkAnthony on May 25, 2022, 06:47:15 PM

Hey guys.  ;)

It's been a few months since @Tom Sawyer visited here, and since last year @Nilla came by. I am wondering, does anyone else have a copy of the aging mod Tom made for Nilla called IronWoman? It contains Tom's IronMan difficulties but uses Vanilla's aging. I'd like to give it a try.

I looked at Tom's website but couldn't find it, I only found his originals NorseMan and IronMan.

Thanks.

Title: Re: Mark's Ramblings
Post by: brads3 on May 26, 2022, 04:17:59 AM
good morning, TOM does check his site. if you need more , you can ask there. sadly, i am afraid i think we lost NILLA. she only checked in to post that her husband passed on. been MIA way too long. i miss her dearly.

i did find the conversation pertaining to ironwoman. http://www.banishedventures.com/downloads/IronwomanSpeed.pkm

if the lin k fails, try looking thru here-http://worldofbanished.com/index.php?topic=1404.30
Title: Re: Mark's Ramblings
Post by: MarkAnthony on May 26, 2022, 04:30:30 AM
Hi @brads3 Thank you for the links.

The second link (after scrolling down the page a bit) provided a download link for the IronWoman.pkm but it no longer works, perhaps Tom removed it. I tagged Tom in a post hoping he will grant my request.

I did not know that about Nilla. I am sorry for her loss.