World of Banished

Conversations => General Discussion => Topic started by: assobanana76 on February 15, 2021, 03:16:28 AM

Title: Stupid questions
Post by: assobanana76 on February 15, 2021, 03:16:28 AM
Hi!
I'm a little ashamed to write this post but I really have to do it!  ;D
after 356 hours of play game in the past I keep making rookie mistakes!
after 16 years I have 11/0/2 people and risking death several times from starvation, cold and now even old age !!
while I was focused on the beauty and location of the village I didn't realize that the builder was hanging around the map without building houses!
now I ask below questions that will certainly seem stupid to you but that I really don't remember ...
1. if extra jobs are assigned such as stone and iron collecting, does everyone start doing that activity and quit their job? even farmer, woodcutter, fisher??)
2. If I say to build a house, who cuts down the trees and brings the material? laborer or builder?
3. how many workers do you keep in relation to the total inhabitants? if I'm not mistaken I always kept 10% of the total but now they seem few to me ..
4. How much does a wooden house in fuel consume on average per year?
5. How much does a person consume on average per year in food?
6. I was left with only two brother / sister children. when they become adults will they form a family of their own? does incest exist?
7. how do you survive an almost "adam / eve" with two children?
8. how many houses on average to build each year? I remembered one a year ..
9. Is there a mod (saved game compatible) that makes nomads come even without having the market, trading post and town hall? because I certainly won't have time to build these things before the collapse!

I am taken by despair because these 16 years I have played them at speed 2 and now I am close to the abyss without understanding where I went wrong (apart from not building new houses!)

D'OH!!  :'(
Title: Re: Stupid questions
Post by: Abandoned on February 15, 2021, 05:11:21 AM
Don't despair, there is hope.  :)  Fist you need Kid Nomad mod - there is a well, lamp post, and welcome sign to chose from, and each has percentage of nomads you want to have arrive.  There are deco ones, and also a free to build jetty piece to get nomads across streams and rivers that may keep them from reaching town.  It is okay to add to saved game:

http://worldofbanished.com/index.php?action=downloads;sa=view;down=602

I play small maps with small populations so I usually have only 2 or 4 builders.  They will clear building site and build after laborers bring materials.  No workers quite jobs to do gathering of materials, only laborers.  I build houses as needed for nomads or new families, no set number per year, sometimes some, sometimes none.

Hope this helps  :)
Title: Re: Stupid questions
Post by: assobanana76 on February 15, 2021, 05:34:24 AM
Quote from: Abandoned on February 15, 2021, 05:11:21 AM
Don't despair, there is hope.  :)  Fist you need Kid Nomad mod - there is a well, lamp post, and welcome sign to chose from, and each has percentage of nomads you want to have arrive.  There are deco ones, and also a free to build jetty piece to get nomads across streams and rivers that may keep them from reaching town.  It is okay to add to saved game:

http://worldofbanished.com/index.php?action=downloads;sa=view;down=602

I play small maps with small populations so I usually have only 2 or 4 builders.  They will clear building site and build after laborers bring materials.  No workers quite jobs to do gathering of materials, only laborers.  I build houses as needed for nomads or new families, no set number per year, sometimes some, sometimes none.

Hope this helps  :)

thank you!
really very useful!
I will use the KID mod right away to repopulate the village!
one question .. I don't remember .. do nomads always come from a specific direction? north? south? just to know where to place the bridges ..

from your answer I think I understand what happened to me .. I probably gave the command to collect stone and iron on a large area when I had only one laborer or even none .. and therefore the area in which they were supposed to be was not cleared build the new houses. so my builder was loitering around the map waiting for the area to clear and meanwhile the population was aging until it became non-prolific!

and finally, how do you know when to build houses without having to look inside every single house for young adults ready for marriage?
Title: Re: Stupid questions
Post by: assobanana76 on February 15, 2021, 05:39:26 AM
question.
to triple or more the population do I have to put more than one of these attractors?
e.g. if I put a 100% one, when the nomads arrive, can I then put down another 100% and they will come again?
Title: Re: Stupid questions
Post by: Abandoned on February 15, 2021, 05:44:02 AM
 :) Usually the nomads will come from the same spot at the edge of a map but I have had them come from 2 spots on the same map.  When you get the notice that nomads have arrived, look if they are at the nomad signpost/well, if not pause game and look for them at the edges of the map.  They are stuck and can't reach town or wherever you placed nomad signpost.  When you find them, look what is between them and town - stream or river?  You can then quickly and easily place the jetty pieces to get them across the water.  No materials or building required.

At first I will check houses for age of children and when they are of age to pair up (I use an aging mod) , otherwise if you have a town all built on the first statistics tab you will see how many houses you have and how many families there are.  some of those families are singles that are too young to pair up so you do not want to build too many house.

:)
Title: Re: Stupid questions
Post by: Abandoned on February 15, 2021, 05:46:42 AM
Quote from: assobanana76 on February 15, 2021, 05:39:26 AM
question.
to triple or more the population do I have to put more than one of these attractors?
e.g. if I put a 100% one, when the nomads arrive, can I then put down another 100% and they will come again?

I usually only use one attractor at a time - although you can use more than one.  You could run into trouble with food, tool, or clothing shortages if you accept too many at one time.  Best in my opinion to take only the number you can have houses and settled before taking more. 
Title: Re: Stupid questions
Post by: assobanana76 on February 15, 2021, 05:57:29 AM
Quote from: Abandoned on February 15, 2021, 05:46:42 AM
I usually only use one attractor at a time - although you can use more than one.  You could run into trouble with food, tool, or clothing shortages if you accept too many at one time.  Best in my opinion to take only the number you can have houses and settled before taking more.

does this mod work even if i get to 0 people in my village?
because it would be very useful considering my continuous failures !!  ::) ;D

what is a "aging mod"?
Title: Re: Stupid questions
Post by: theonlywanderer on February 15, 2021, 07:41:10 AM
@assobanana76

I wouldn't use a mod to escape the challenge yet.   Stick with the stock banished until you get it figured out.

1. Bannies don't stop their jobs until their limits are hit and then they become laborers.
2. Laborers will cut down trees, collect materials and take them to the site.  Builders will act as laborers if no building jobs are available.
3. You can't dictate a %, every scenario is different, you have to micro manage early game and shift people around constantly.
4-5 https://banished-wiki.com/wiki/Main_Page
6. Everyone is capable of joining up, kids also do labor and get married early.  It's just an irrelevant aspect of the game that keeps the population moving along.
7. Adam & Eve is the most challenging because you have to micro manage even more.  Every single task has to be managed constantly... go get this, get that, make this, make that.   You have a long time survive before you get enough people to stabilize the main resources.

8. Another "each game is different" moment.  You can build fast or slow, but there are limits to each.  If you build to slow you'll end up with all adults who have aged out of birthing ability and your population can't expand any longer.   If you build to fast, you get too many babies and younger kids who can't work yet and so you have to feed them all without a big enough labor force.    The typical routine is to always have one extra house compared to the number of families in order to always have one available for kids to move out and hook up.   But really, every person is different and so it's up to you.   I don't like long drawn out games, so I tend to build on the faster side.   I like to educate also so it takes even longer to get them raised up an in to the labor force, but they do everything better educated so you can maintain the pace.

9. Again, mods are a crutch if you're trying to learn the challenge of the game.
Title: Re: Stupid questions
Post by: assobanana76 on February 15, 2021, 08:08:50 AM
Quote from: theonlywanderer on February 15, 2021, 07:41:10 AM
@assobanana76

I wouldn't use a mod to escape the challenge yet.   Stick with the stock banished until you get it figured out.

1. Bannies don't stop their jobs until their limits are hit and then they become laborers.
2. Laborers will cut down trees, collect materials and take them to the site.  Builders will act as laborers if no building jobs are available.
3. You can't dictate a %, every scenario is different, you have to micro manage early game and shift people around constantly.
4-5 https://banished-wiki.com/wiki/Main_Page
6. Everyone is capable of joining up, kids also do labor and get married early.  It's just an irrelevant aspect of the game that keeps the population moving along.
7. Adam & Eve is the most challenging because you have to micro manage even more.  Every single task has to be managed constantly... go get this, get that, make this, make that.   You have a long time survive before you get enough people to stabilize the main resources.

8. Another "each game is different" moment.  You can build fast or slow, but there are limits to each.  If you build to slow you'll end up with all adults who have aged out of birthing ability and your population can't expand any longer.   If you build to fast, you get too many babies and younger kids who can't work yet and so you have to feed them all without a big enough labor force.    The typical routine is to always have one extra house compared to the number of families in order to always have one available for kids to move out and hook up.   But really, every person is different and so it's up to you.   I don't like long drawn out games, so I tend to build on the faster side.   I like to educate also so it takes even longer to get them raised up an in to the labor force, but they do everything better educated so you can maintain the pace.

9. Again, mods are a crutch if you're trying to learn the challenge of the game.

thank you so much for the replies !!
very useful!
I didn't know the wiki and the "tips and tricks" page was very useful!
e.g. I found out from reading that section that the gatherer produces far more food than any other crops !! and even more so if in a forest "full" of trees! so much so that he recommends making the forester work only by planting and not cutting!
I will try to hold out as long as possible with the last 11 people left! when I really stay with a couple of families I will only try the "kid nomads" because I don't want to start all over again. I'm lazy !! I know!!  ;D
but i promise!!! i will only do it once and it will be the last time !! if I fail even with the nomads I'll start over and this time with a small map instead of a "very large" one!

141 years is my record!!
https://steamcommunity.com/sharedfiles/filedetails/?id=2131806520
https://steamcommunity.com/sharedfiles/filedetails/?id=2133583590

https://steamcommunity.com/sharedfiles/filedetails/?id=2131806520 (ftp://steamcommunity.com/sharedfiles/filedetails/?id=2131806520)
https://steamcommunity.com/sharedfiles/filedetails/?id=2133583590 (ftp://steamcommunity.com/sharedfiles/filedetails/?id=2133583590)
Title: Re: Stupid questions
Post by: assobanana76 on February 15, 2021, 08:11:35 AM
ok!
I give up!  ::)
I don't remember how to directly insert the screenshots in the post having the steam link !!
Title: Re: Stupid questions
Post by: theonlywanderer on February 15, 2021, 09:24:41 AM
Yeah, there are lots of things people have figured out over the years to optimize things at the start game, mid game and end game, but do you really want a bunch of spoilers so soon?   Part of the fun is solving the puzzle yourself, right?

I try to give as generic advice as I can in order to not spoil anything, but if that doesn't matter, you'll find all the answers and solutions easily enough, but typically that means you'll be following somebody else and their style of play.   Trying to mix and match advice from different people can just make things worse because you may be taking advice on food from somebody that plays slow, but taking advice on tools from somebody that places fast.  Some people trade everything, others make everything they can, others mix it up.   You really have to discover your own preferences.

One of the things the game lacked from the developer was information about the pieces and the bannies themselves.   All the information out there I believe is from players.   I don't consider this information to be spoilers either, it's necessary information.    Spoilers I consider to be stuff that says how large to build your fields, the best foods to use, the best tools and clothing, the best trading items.....  all that stuff is learned by simply having the proper information/data on the pieces and bannies and than playing the game to figure out how to make it all work.
Title: Re: Stupid questions
Post by: JM on February 15, 2021, 09:49:40 AM
Quote from: assobanana76 on February 15, 2021, 08:11:35 AM
ok!
I give up!  ::)
I don't remember how to directly insert the screenshots in the post having the steam link !!

don't give up  :)

(https://steamuserimages-a.akamaihd.net/ugc/1177076735380649163/74DED2CD01E939F08904A24071F5B2A922CE6CE8/)


click "Insert image" button, move cursor between [img] and [/img] and paste picture address here
OR
paste address, select it and click Insert image button

[img]https://steamuserimages-a.akamaihd.net/ugc/1177076735380649163/74DED2CD01E939F08904A24071F5B2A922CE6CE8/[/img]


----------------------------------------

The last two links in your previous post display https:\\steamcomunnity.. but link to ftp:\\ steamcommunity...

Please, do not do it. Someone might suspect that you are trying to lead him to a malicious address.
Title: Re: Stupid questions
Post by: assobanana76 on February 17, 2021, 03:08:46 AM
Quote from: theonlywanderer on February 15, 2021, 09:24:41 AM
Yeah, there are lots of things people have figured out over the years to optimize things at the start game, mid game and end game, but do you really want a bunch of spoilers so soon?   Part of the fun is solving the puzzle yourself, right?

I try to give as generic advice as I can in order to not spoil anything, but if that doesn't matter, you'll find all the answers and solutions easily enough, but typically that means you'll be following somebody else and their style of play.   Trying to mix and match advice from different people can just make things worse because you may be taking advice on food from somebody that plays slow, but taking advice on tools from somebody that places fast.  Some people trade everything, others make everything they can, others mix it up.   You really have to discover your own preferences.

One of the things the game lacked from the developer was information about the pieces and the bannies themselves.   All the information out there I believe is from players.   I don't consider this information to be spoilers either, it's necessary information.    Spoilers I consider to be stuff that says how large to build your fields, the best foods to use, the best tools and clothing, the best trading items.....  all that stuff is learned by simply having the proper information/data on the pieces and bannies and than playing the game to figure out how to make it all work.

you are really right!
and you made me laugh!  ;D ;D ;D
because, in fact, I've always tried to steal ideas here and there. then mixing them all has always turned out to be a mess!
in the end I found my style that worked but after many years of inactivity, due to the PC becoming too old, I really forgot everything !!
I have two or three fundamental pillars of my style left .. e.g. my passion for large markets, stalls under the houses, houses flying over the river, sunburst crops and orchards, small farms with free animals and a small vegetable garden ..
and .. listen! hear!
I managed to survive without the kid mod !!
and I arrived, with great effort and despite starvation, various diseases and infestations, at the year 46!
Now as you can see I really have 1000 other problems to solve but we can say that I am back on track!
I still have great difficulty understanding the production chain CC, coal, charcoal, industrial fuel, firewood, smelt, two blacksmiths .. really a mess to understand what must be done first and what after!
Title: Re: Stupid questions
Post by: assobanana76 on February 17, 2021, 03:11:31 AM
Quote from: JM on February 15, 2021, 09:49:40 AM
Quote from: assobanana76 on February 15, 2021, 08:11:35 AM
ok!
I give up!  ::)
I don't remember how to directly insert the screenshots in the post having the steam link !!

don't give up  :)



click "Insert image" button, move cursor between [img] and [/img] and paste picture address here
OR
paste address, select it and click Insert image button

[img]https://steamuserimages-a.akamaihd.net/ugc/1177076735380649163/74DED2CD01E939F08904A24071F5B2A922CE6CE8/[/img]


----------------------------------------

The last two links in your previous post display https:\\steamcomunnity.. but link to ftp:\\ steamcommunity...

Please, do not do it. Someone might suspect that you are trying to lead him to a malicious address.

(https://steamuserimages-a.akamaihd.net/ugc/1760315225538856491/F1A8A0360F7EBB7168EAFB71F110269E05B1D02D/)

is there a way to make them small but zoomable by clicking on them?
Title: Re: Stupid questions
Post by: kid1293 on February 17, 2021, 04:37:06 AM
@assobanana76

(img width=800 height=450)nameofpicture.png(/img)

I changed the square brackets to parentheses just to be able to write it here.
Title: Re: Stupid questions
Post by: assobanana76 on February 17, 2021, 05:12:23 AM
Quote from: kid1293 on February 17, 2021, 04:37:06 AM
@assobanana76

(img width=800 height=450)nameofpicture.png(/img)

I changed the square brackets to parentheses just to be able to write it here.

(https://steamuserimages-a.akamaihd.net/ugc/529509029265746941/CA0A03D170401756101D331415741BE33A734607/)

thanks!!

is there a way to put it in automatic without having to remember the wording of width and height?
Title: Re: Stupid questions
Post by: kid1293 on February 17, 2021, 05:15:21 AM
You maybe have to do some math to get the correct aspect ratio.
Title: Re: Stupid questions
Post by: jerica on February 17, 2021, 09:45:29 AM
I love those markets with the housing above. Is that from CC?
Title: Re: Stupid questions
Post by: Goblin Girl on February 19, 2021, 04:02:36 PM
Quote from: jerica on February 17, 2021, 09:45:29 AM
I love those markets with the housing above. Is that from CC?

Those are an early version of Red Ketchup's Medieval Town.  I know they're in Megamod.  I don't know if they're still available individually. 

Title: Re: Stupid questions
Post by: Goblin Girl on February 19, 2021, 04:30:49 PM
Quote from: assobanana76 on February 15, 2021, 03:16:28 AM
4. How much does a wooden house in fuel consume on average per year?
5. How much does a person consume on average per year in food?

If you're playing a modded game then there's no single answer to how much fuel a house needs.  I typically set my limit for 1000 firewood at the beginning of the game, and leave it there until I build a trading post, at which point I raise it to 5000.  To keep inventory near my limit, I increase the number of wood cutters/sawmills/etc as the population rises.

Each Bannie eats 100 food per year, from the moment they're born.  However, it's important to know that if you're playing a modded game, different houses may hold greater or lesser amounts of food.  For example, let's say one house can hold 6 people, but only 400 food, while another 6 person house can hold 1200 food.  In the house that holds less food, the adults will be less efficient workers since they'll have to restock their pantry more frequently.  On the other hand, if all of your houses hold tons of food, you will need to produce more.  I shoot for 2 years worth, myself.  And if I have more than that I just build more barns.  There is no such thing as too much food.

Since you seem to be having trouble, I'll tell you my starting choices.

Typically I do a hard start, and I use Debug to add in 8 more people (Add People twice, since each click adds 4.  If you're lucky, they'll be couples.)
So.  First thing I do after that is pause the game.  I place a stockpile next to the cart, mark an area of forest to clear, place a school, and assign a builder.  Then I unpause the game.  Once the school is being built, I place 4 houses, a woodcutter (I play modded, and I prefer Kid's Wind Sawmill), and a blacksmith. As soon as the school is built, I staff it.  I always have at least one laborer available, because if the teacher dies I don't want all the kids to drop out. If I start running low on food before the second round of buildings are built, I send people to collect wild foods (not an available option in vanilla) and prioritize that, which will slow down or halt the building of stuff if the builder runs out of materials.  Anyway, as soon as those things are built, I place a vanilla barn.  Once it's built, I demolish the starting cart, and create a larger stockpile.  I also place a forest hub, with ONLY a forester and a gatherer. I build three houses next to these.  Staff with four gatherers and one forester, set to plant only.  If I see a herd of deer anywhere nearby, I will place the deer gatherer icon on the ground and staff it with three bannies.  I micromanage this, since there's no point keeping it there if the deer are all harvested or if they've wandered off. 

So that leaves me short one house. Maybe two or three if a student has graduated and it screws up the way the original or modded in couples pair off.  I go ahead and build them.  At this point, my goal is to figure out where I want my permanent settlement to be once I have traded for seeds.  So typically, I will place orchards and crop fields and barns and houses, but only allow the fields and orchards to be built.  I also start building up a stash of firewood.  By no later than the middle of year two, I place a trading post and start filling it with 4000 firewood. My goal is to buy one grain and one vegetable crop, and one orchard fruit ASAP.  Ultimately I prefer to have at least half a dozen vegetables, three to six fruit varieties, and at least two grains.  It's not necessary, I only do it for esthetics. 

If I were playing the unmodded game, I would still do a hard start, but of course I wouldn't be able to add in extra adults.  Also in an unmodded game, I'd start immediately with a forest hub.  Gatherer, forester, hunter, barn, two houses (place two more houses but don't build them yet.)  Staff with 2 gatherers, 1 forester set to plant only, 1 hunter.  Outside the circle I'd place the other two houses, a school, a blacksmith, a woodcutter, and the stockpile.  I would only staff the blacksmith when needed, and I'd consider a dozen tools to be plenty until I had enough adults to keep it staffed full time.

However.  If you can't do all that, all your bannies *really* need to survive is one house, fuel, and food.  So, woodcutter and gatherer.  I don't really recommend it, but it will work.

Title: Re: Stupid questions
Post by: assobanana76 on February 25, 2021, 12:43:46 AM
Quote from: jerica on February 17, 2021, 09:45:29 AM
I love those markets with the housing above. Is that from CC?
Hi!
it's an old game but if I remember correctly the houses were RKNMT (but there are also in RKEC). instead the stall, if I remember correctly, were from CC (I don't remember which version but you can also find them in the latest version "Journey").
Title: Re: Stupid questions
Post by: assobanana76 on February 25, 2021, 01:31:53 AM
Quote from: Goblin Girl on February 19, 2021, 04:30:49 PM
Since you seem to be having trouble, I'll tell you my starting choices.

thank you so much for the great advice!
e.g. I did not remember that if the teacher dies and there are no laborers to replace her, the students will leave!
I generally build the school later in the game, when I have decided where to make the main settlement, to be able to place it with the best radius.
and I have never even considered the idea of ??collecting wild food because I have always thought that it would still be little food compared to an alert of insufficient food stocks .. I have to try!
as for the deer .. my city is called "Las Vegans" and, although the game at the beginning does not easily allow it to be realized in this sense, as soon as I can I eliminate hunters, fishermen and leave the animals without fences and, obviously, nothing butchers! :)
Title: Re: Stupid questions
Post by: assobanana76 on February 25, 2021, 02:42:21 AM
can anyone tell me what are those 3 shapes on the ground that do not correspond to buildings in the market itself?
and how was it possible to build a market on them if they are other buildings?

(https://steamuserimages-a.akamaihd.net/ugc/1760315757455933965/54C71C78A355082821F9C8EC64D8CD9BF4671FAA/)

another stupid question ..
how is it possible, in the year 65, that there are no less than 5 homeless people even though I have not demolished any houses?
Young people leave their parents' home even if there are no empty houses available, forcing me to build new ones ??

and again .. is it possible that some houses are not occupied? I built a house next to the fishing post and no fisherman occupies it!
Title: Re: Stupid questions
Post by: RedKetchup on February 25, 2021, 03:44:13 AM
you have then a pathing problem. they cant pass and have access to the point they need to go to interact with the building
Title: Re: Stupid questions
Post by: assobanana76 on February 25, 2021, 04:22:15 AM
Quote from: RedKetchup on February 25, 2021, 03:44:13 AM
you have then a pathing problem. they cant pass and have access to the point they need to go to interact with the building
in fact I have not yet verified if they can go there. not even if I can cover those footprints with roads or some decorations. I will try in the next few days. but the fact is that not even by demolishing the market and rebuilding it, those spots disappear. it is as if they were present by default in that market model. and before building that market, there was nothing there!  :-\
Title: Re: Stupid questions
Post by: Goblin Girl on February 25, 2021, 04:38:58 AM
Quote from: assobanana76 on February 25, 2021, 01:31:53 AM

I generally build the school later in the game, when I have decided where to make the main settlement, to be able to place it with the best radius.

I build a schools all over the place.  Approximately one for every 25 houses.  I'd rather have a bunch of schools with low enrollment than even one child who has to be uneducated because all the schools were full. I also don't mind tearing buildings down.  If I build a trader soon enough, then the scarcity of stone will never become a limiting factor.
Title: Re: Stupid questions
Post by: assobanana76 on February 25, 2021, 04:48:57 AM
Quote from: Goblin Girl on February 25, 2021, 04:38:58 AM
I build a schools all over the place.  Approximately one for every 25 houses.  I'd rather have a bunch of schools with low enrollment than even one child who has to be uneducated because all the schools were full. I also don't mind tearing buildings down.  If I build a trader soon enough, then the scarcity of stone will never become a limiting factor.

I have always underestimated the importance of schools in fact. I have always considered them a delay in the number of workers that slowed me down. in fact, as soon as one is built, the relationship between food / mouths to feed / workers is considerably unbalanced.
I partially solved the stone problem using the "rocks respawn" mod
Title: Re: Stupid questions
Post by: Goblin Girl on February 25, 2021, 08:25:43 AM
Yeah, education is the Easy Button for this game.

The other solution to the stone problem is (if you're using CC or megamod) to use the Appalachian Forest starting condition.  Lots of wood, stone, and iron.  More than you need, for sure.
Title: Re: Stupid questions
Post by: assobanana76 on March 03, 2021, 01:03:51 AM
Quote from: assobanana76 on February 25, 2021, 02:42:21 AM

(https://steamuserimages-a.akamaihd.net/ugc/1760315757455933965/54C71C78A355082821F9C8EC64D8CD9BF4671FAA/)


update:
those 3 "spots" on the floor cannot be removed in any way.
I have permanently occupied 3 builders for this who should build I don't know what.
I can't build anything on it (neither buildings nor stalls nor roads).
I can put decorations on it but that will never cover that mess well.
now I wonder .. but do you also see those spots when you build that market?
do you have any idea what could have caused them so permanently?
if they are not part of that market, as I believe, how was it possible to build on that market?
Title: Re: Stupid questions
Post by: assobanana76 on March 03, 2021, 05:54:05 AM
@Discrepancy
I say that I play on Steam ..
are they saved game compatible?
in general, what happens if I subscribe and add a mod which then crashes everything?
can I restart from a previous save, deselecting the mods added later or can I say goodbye to that game forever because it will crash on every boot?
thank you!