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Taverns and other question

Started by TaylorItaly, October 03, 2017, 04:51:51 PM

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TaylorItaly

Hello,

i want to know if it is normal behavior that the taverns store clay,tools,sand and such things?
What i also not understand : i build a clay dig , a pottery , a preservist and directly aside specialised storage for clay and the pottery products but my bannies allways
transport the clay and pottery over the hole map and the storage sides are empty ; and the preservist had than to wait until new is made or the bannies bring back
that stuff.

RedKetchup

maybe you have a flag problem with your mods. which mods you use and its order in your save. what are those empty side storage and what is that very far storage that your bannies always prefer ?
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TaylorItaly

Pictures of Taverns and Load Order.
I knew the Load Order isn`t good, but maybe you could push me to the right direction?
The problem with specialized Stockpile i can`t show in the moment , because i have lowered the production.
But the taverns have all these Materials.

RedKetchup

so this tavern comes from which mod ?
do the vanilla tavern do the same ? does NMT2.0 tavern do same too ?
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brads3

my CC small tavern does act as an extra storage also. the NMT and colonial's pilrim rest work as they should.difference is those produce ales and the CC tavern doesn't.
     as to the mod order. since you have so many years ,i would not change it for this map.it will cause an error. the save game file does keep the current order for the map.any adjustments made won't affect it unless you change it after you load the map. are there other issues? generally if a mod doesn't show red,you can throw it to the bottom out of the way. whenever you add mods later it may or may not stay clear.mods that affect map starts you want at the very top including RED's trade fix,nat div,the wheel barrow upgrade. i try to keep all the CC mods together since it is easier to move an entire group at once. i don't use in-edible mods but i question having RED's creamery above it. does it use the in-edible milk? as you add mods the more organized things are the easier it will be to find errors later.1 trick is to clikc the mod and it moves all the way to the top of the mod order. this trick helps move mods faster.if you have mod A,B,C,D,etc and you start at the bottom and click that button they go to the top in order. so you click D,C,B,A. the last mod you click will be the topmost mod. this saves clicking a mod up through 20 mods.
     another thing that can be helpful is to click the minimize icon on the mod. this will bring up a list of mods it conflicts with.keep in mind with the community icon button this will be a list.however in the case of in-edibe mods,they don't have the comunity icon files.depending on the issue,this can be helpful to narrow down what mods are working against each other.
    there is a guide in the trick and tips forum.

TaylorItaly

#5
Thanks for your answers!!
The taverns are indeed cc.
Your medieval tavern act normal,as brad mention.
I will start a new town and hopefully better organized. 8)

The creamery use the milk.

TaylorItaly

On the Black Liquide Site they say it is not designated to store such things.
So i will work on my load order...

RedKetchup

Quote from: TaylorItaly on October 04, 2017, 09:26:28 AM
The creamery use the milk.

1st:
since red creamery is on top, your inedible milk mod is totally useless. the game pickup my milk from creamery which is edible.

2nd:
i see (megamod) Compatibility 1.0.7 mod ... but nowhere i've seen you are using The Megamod itself (unless i m blind ^^) so, you dont need it.

i can't figure out why your both tavern from CC are bugging.
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brads3

  the compatability mod fixes issues due to the new flags with older mods such as the older NMT.even if that was causing the tavern issues i would keep it. the tavern issue is minor compared to some conflicts we see.with so many mods, it can be frustrating to narrow down where conflicts are.the 1st question is without mods does the tavern work as stated by itself?

brads3

i ran several tests and RED is correct it is the compatability 1.07 mod causing the issue.you could report the error to BL so they can fix it in the next version.i would still recommend using the compatability mod.

TaylorItaly

#10
Thank you for clearing up this !!

@brads3 that i must test later , i don`t want to delete my new mod loader.

brads3

i wouldn't in the middle of your current game either.i use the compat 1.07 to help the NMT at least til RED's finished updating it.then i might check what other mods it is affecting.map i am on has over 130 years and i have a issue with my duck hunters.wasn't about to start over. bannies will have to eat fish instead.