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Started by assobanana76, February 15, 2021, 03:16:28 AM

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assobanana76

#15
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.



thanks!!

is there a way to put it in automatic without having to remember the wording of width and height?
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

kid1293

You maybe have to do some math to get the correct aspect ratio.

jerica

I love those markets with the housing above. Is that from CC?

Goblin Girl

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. 


Goblin Girl

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.


assobanana76

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").
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

assobanana76

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! :)
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

assobanana76

#22
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?



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!
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

RedKetchup

you have then a pathing problem. they cant pass and have access to the point they need to go to interact with the building
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assobanana76

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!  :-\
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

Goblin Girl

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.

assobanana76

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
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

Goblin Girl

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.

assobanana76

#28
Quote from: assobanana76 on February 25, 2021, 02:42:21 AM




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?
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

assobanana76

@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!
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!