World of Banished

Conversations => General Discussion => Topic started by: Pancakesplease on March 02, 2019, 08:15:22 AM

Title: Supply Chains and multiple mods
Post by: Pancakesplease on March 02, 2019, 08:15:22 AM
Hi, long time Banished fan, first time poster. When it comes to mods and their respective supply chains, if using multiple mods that have their own supply chains, are the mats used in said supply chains universal? Or does mod load order dictate the primary materials for all supply chains. Right now I am playing around with the North, but also have RKEC and many of Kids stand alone mods. I have the North as my first mod, but am having a problem with not being able to make coal, and cannot smelt my iron ore, the charburner is not being built, even though I have all the mats for it.
Title: Re: Supply Chains and multiple mods
Post by: brads3 on March 02, 2019, 09:09:13 AM
most items are universal but there are exceptions. if you use an older 1.06 mod that produces items that have had flags changed,those items will still tag the old way. such as the myprecious mod will set gold ore to textile flag not the precious flag.the mod will work if you place it above the new mods.sometimes you will have 2 items the same name but they work different,1 with the old flag and 1 using the new. remember the changes didn't impact food and tools.an old food storage,house,or blacksmith mod will work fine without any issues.

       using 2 base mods brings different issues,CC,the North,RK. these make many changes to the game and starts. the North is different in many ways from the RK. TOM uses the flags differently.his precious gold and silver use their own flag whereas most use 1 flag for all the precious items.
the North has an expanded chain for iron.TOM doesn't use the community toolbar. his buildings are in the original toolbar. in general the recommendation is to use 1 start base mod and then add smaller addon mods to it.

           using the North above the RK changes the start settings to the North.this means you will get reindeer and grouse instead of RED's wild animals.the climate will be harsher. when i tested doing this,the terrain would be dark unless i used 1 specific start setting. the gathering system or items will be different as well. the basic buildings will be changed to nordic not the RK. townhall,trade post,houses,barns,etc.

         you should get coal from a RK random mineor a multi mine. KIDs tiny mine can give coal or iron. you will want to save the game often especially when placing certain buildings. it should play but will have odd issues depending on other mods you are using.

        using the North below the RK withh give you the North climate,RK start maps,and several buildings will be nordic. TOM's iron chain  will not work. the north mine wont work.

           good luck with it. it can be done but with some issues.not everything will work. lots of the buildings will be trial and error.
Title: Re: Supply Chains and multiple mods
Post by: Pancakesplease on March 02, 2019, 09:14:52 AM
Thanks very much for the response :) I am starting a new game and will adjust my mods, I am trying to play with too many it seems :-*
Title: Re: Supply Chains and multiple mods
Post by: brads3 on March 02, 2019, 09:27:02 AM
not as much too many as those 2 start base mods. it can be done but with conflicts. TOM has many of the North buildings in separate mods.you can add those to the RK easier. and the Nordic landscape mod will give the climate of the North but with RED's animals. i have it below the RK.