World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: irrelevant on August 24, 2019, 07:53:26 PM

Title: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 07:53:26 PM
So this is the thread to post your impressions of this mod.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 07:58:14 PM
Permission to come aboard and post here too?   :D

I can always make my own thread too and we can just keep track of "Unread Posts" like normal to see what each of us are saying about Rise of the Pharaoh. I only say this because you are closer to Red than I am by far and you get a lot further along in your games than I do. Red would most likely and understandably be more interested in what you have to say so you wouldn't need me cluttering up your thread.

Anyhow, to what you last said... Yeah I too have a scarcity of trees even in the lower Nile region.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 08:00:23 PM
This is the earliest I've ever had to start trading. I need tin ore, lumber (since there seems to be no way to make it, and you need it for a tailor), and logs. What I do have is fodder/thatch. Building a second chopper to make firewood for the TP. Fortunately the houses burn hardly any firewood. If things get really tight I can sell stone, the stuff is everywhere.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 08:01:15 PM
@MarkAnthony Hey, the more the merrier. Let's make it easy for @RedKetchup to read about our experience with his new stuff. Also, we can give each other any tips we learn.

btw, here are my starting conditions:
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 08:15:48 PM
Holy merde! :o 8)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 08:32:39 PM
I think I just found my new profession - RockHound!  I'm gonna be rich!  :P

I'm still playing catch-up to you Irrelevant; I'm at the point where I too also see that the Blacksmith's UI window needs to be expanded.

I will take your cue as well and build a second Wood Cutter before I even get my other homes built so I can get a head-start on building a surplus of Fodder-Thatch to sell at a Trade Post and yeah I too got Stone everywhere so I'll start gathering that as well. Steady as she goes though so I don't get too far behind in building the rest of my homes.

I missed getting that second oldest child into school as well. So be it! The Egyptian Gods have spoken.  ::)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 08:50:57 PM
First trader brought cattle, can't afford to spend logs on a pasture.

Going to need a second barn soon. Again, logs. >:(
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 09:08:00 PM
I unintentionally did things a little backwards. Sure, I got my 20x20 Pasture built but that was before I took a few moments to actually look at the map and I was like, "Hey... where are all of my trees at?!"   :P I don't even have a Forester built yet and I see you already have four employed there. I was more focused on that messy job of Pasture clearing and wondering if something was bugged because so much of the stuff was laying on the ground and not going into storage.

I guess my next task is to get that Forester up and running muy-pronto! I did at least get my School up and running; not even a minute after it was employed the third oldest child found his/her way to School. Then the next month four more decided to go, so I got lucky there.
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on August 24, 2019, 09:14:25 PM
Quote from: irrelevant on August 24, 2019, 08:15:48 PM
Holy merde! :o 8)

you need good canals for water to gert those crop outputs. 
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 09:29:01 PM
Quote from: brads3 on August 24, 2019, 09:14:25 PM
you need good canals for water to gert those crop outputs.
Now that I've figured out how to manage it (huge field, one planter, two harvesters), the bean field is producing very well.

The "Holy merde!" comment was directed at the 8000TV meteorite rock in the TP :o
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 24, 2019, 09:30:53 PM
hehe as i said... i was not sure if it was playable or not. but you huys insisted A ALOT ^^

so many changes can lead to serious problems :)
i did know that wouldnt be playable.


i saw many things in what you said in 2 threads ^^  and all the pictures you posted.
thanks a LOT!

tommorow i will re-read and check item by item and fix that. and answer more precisely.
for the thatch... for the moment, you can only make firewood. but they will become more as building materials. it will be required for some buildings, specially the ones you need to place in the wilderness and in the nature.
about heat and firewood. i want you to tell yourself that maybe now, a family still need a lot of wood for making dinners and suppers :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 24, 2019, 09:39:30 PM
i only copied the RKEC list of crops and orchards. i will make some change in the future. like starting only with egyptian food, and not with things that can come from around the world. and it can be expansive to buy some seeds.

but yeah with your 8000tv item.... ^^ there are many places in the world those kind of things could be found. but a Pharaoh's blacksmith can use them to make weapon for a pharaoh with it. Even jewelry and artefacts can be made from this. and there are 2 place in the world we can find a lot more than everywhere else . antartica first , way ahead, and the saharah desert second.
it is very very rare.



yeah tin ore is too scarce. mine need to produce those too and copper cause once deplecated, cannot have more. and BS can only do those. i took out the iron recipes... i shouldnt have done.

Thats things you can only find by playing it. not just start and use debug and see if recipe works as intended.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 09:39:36 PM
How big do you build your Crop Fields Irrelevant? Yours look roughly 20x20 maybe 25x25? My Corn fields are 11x11 with one Farmer each and they are getting 868 every season. Corn is doing well in this climate.

To borrow Irrelevant's French word, oh merde!  LOL :P I just looked and saw I have no Tools now, got no icons above heads yet I just saw the zero on Tools so I am at the start of my tool crisis. I really really don't want to waste Bronze on Tools but I guess I'll have too. Wait, never mind... thankfully Red allowed us to make Stone Tools. Thank goodness!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 09:43:14 PM
My bean field is 17x15. Crop growth stalls out right away because of the heat and lack of rain. I think beans only grow between 40F and 80F IIRC. Only in Autumn and Winter does the growth take off.

That is not how I grow beans in vanilla, for sure.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on August 24, 2019, 09:44:57 PM
hmm court jesters,knights,and wizards.... oh my
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 09:45:07 PM
@RedKetchup as usual, you've made some good stuff here, mon ami. Having lots of fun with this, incomplete as it is. Many thanks!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 09:50:51 PM
Bit the bullet and built a second barn. As soon as it was complete, I fake-demolished the original barn in order to free up space for the coming bean harvest. ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 24, 2019, 09:51:01 PM
Quote from: irrelevant on August 24, 2019, 09:45:07 PM
@RedKetchup as usual, you've made some good stuff here, mon ami. Having lots of fun with this, incomplete as it is. Many thanks!


see it is hard to make something compatible with other things. this is a theme mod, and till the theme wont be almost complete.... it can lead to problems.
for sure, you can go in and walk around and admire the graphics... but non playable at long term in Beta 1.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 24, 2019, 09:54:39 PM
i think your item name missing.... is celery.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 10:06:47 PM
Quote from: RedKetchup on August 24, 2019, 09:54:39 PM
i think your item name missing.... is celery.
Gotta make an Egyptian Peanut Butter factory! I almost hate celery but it's tolerable with some good ole Skippy peanut butter!   ::) :D

+1 Like to Irrelevant's comment about enjoying this creation of yours Red. I do enjoy it incomplete or not. Thank you for lettings us get our paws on it early and please don't feel bad about it's unfinished-state, we understand and knew head of time this wasn't ready for prime-time use.

Maybe RA will bless you Red and grant you the ability to re-skin one of the animal types into Hippos! Until then, anytime I see a deer swimming in the water and then come ashore I yell to the Banies, "Run! Run you fools! The Hippo's are comin' to get ya!"  :P

I haven't built a Hunter Cabin yet. All I see around are Deer and well... they're my pretend-Hippos!  I like them cuties! Well... the babies that don't try and eat us anyhow! :)
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 10:30:14 PM
Tin ore! Hooray? ::)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 10:33:52 PM
Not sure why my Blacksmith is hitting it's Limit. It's not making Tools, it's making Copper.

I also had a starvation death but I didn't pay attention as to where it was occurring. I had 1,100+ food in reserve. Maybe I accidentally selected part of the ground on another land mass when I sent the Laborers to do some collecting.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 10:37:58 PM
Quote from: MarkAnthony on August 24, 2019, 10:33:52 PM
Not sure why my Blacksmith is hitting it's Limit. It's not making Tools, it's making Copper.
I had that happen to me as well, and I couldn't figure it out either; I just bumped everything to 10,000 or so.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 10:40:35 PM
ROFL!   :P

He sent you one!  It must be a special one so don't go spending smelting it all in one place now! A Tin Ore saved is a Tin Ore earned! (A penny saved is a penny earned)

Haha ;D                
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 24, 2019, 10:54:31 PM
Well, on the bright side, I had two already, so I was able to make two tin, and then four bronze! :-\
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 11:21:20 PM
I'm not sure if my game is over for me or not.  :(

For the life of me I cannot get the Blacksmith unstuck from it's pause on Limit. I tried going down the Limit's list one at a time to see if I could pin-point it. I'd raise a limit by 400, wait about a minute or more for the game to adjust, nothing happens so I lower it and raise the next one in the list by 400. Rinse-repeat through the whole Limit's list. I can't make Bronze or Copper or Tin or even Tools because it's stuck on "Limit reached". I can't get my Trade Post built because I need 40 Bronze still.

Phooey!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on August 24, 2019, 11:47:45 PM
copper is probably under the forged limit. does the blacksmith have a place to store the copper? depending on what all the blacksmith can produce ,it is possable he is stuck by 2 limits.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 24, 2019, 11:53:47 PM
Yeah, I tried the usual suspects: Iron (just in case), Minerals, Forged, Construction, Misc, Tools, Crafted, Materials. None of those worked. So I then just started from the top of the Limits window and worked my way down through all of them - still nothing.

The only thing I haven't done is probably what Irrelevant did, raise them all super-high at the same time.

EDIT: The reason why it was not stuck on limit at the time of this screenshot is because every so often it unsticks for a moment or two. Kind of like something got used somewhere by someone and a space opened up. Oh and I forgot to mention, I have about eight Stock Piles and two Storage Barns. Some Stock Piles are near capacity but still room in the others and there is plenty of room in the barns.

EDIT AGAIN: I'm not sure if I figured it out or not. I think maybe what is happening is when I try to make Bronze and it gives me the "Limit Reached" icon above the Blacksmith, it was supposed to give the "Out of Materials" icon instead??? I just went to make some Tin from Tin Ore and the "Limits Reached" icon went away.

That still doesn't explain why when I tried to make Tin or Copper before I still had that "Limit Reached" icon. But anyhow, for now it's gone. No Limits were raised to make this happen and no pretend-Hippos were harmed in my frustration. :)

LAST EDIT FOR THE NIGHT: Well so much for that idea I guess. As soon as I ran out of Tin Ore and switched to making Copper from Copper Ore the "Limit Reached" icon came back. I don't know if I will ever manage to get this Bronze made for the Trade Post.  Thbbt!

Time for bed.  Good night.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 25, 2019, 07:51:00 AM
OK finally I'm in! Decided to go with slightly different start. Did load the RK Necora's fix for the TH so TP won't crash. Other than that no other mods other than ROTP.

Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 08:40:23 AM
Good luck Moonbelf!  I'm sure you will do well and have a little fun along the way.  :)

I'm not sure what your opinion is on this matter but maybe you'd want to add a mini-mod as well to get an easy Town Hall for stats. I didn't do so myself, but kind of wish I had for tracking materials. I got a dozen Stock Piles all over the place and it's a bit tedious trying to look for something to see if I am in stock on it. You may run into issues with short supply of Tin Ore and Copper Ore and have Blacksmith problems as well, there's no telling.

Try and budget enough bronze for your School of course and most definitely a Trade post. You'll probably want one of those ASAP. I'm still trying to get mine and I am in year 12 or 13 now I think. Irrelevant got his earlier on. Don't even concern yourself with building a Tailor or Town Hall or Chapel? I don't recall for certain on the Chapel but I think the Chapel needed Glass and so does the Town Hall; the Tailor needs Lumber and we have to trade for it which I cannot do myself at this point for reasons stated. The Hospital needs Bronze so maybe postpone that and save your Bronze as much as possible; don't use any of it for Tools, Red fortunately gave us a means to make Stone Tools.

As for this morning's developments with my game:

I decided to follow Irrelevant's lead and just bump up everything in my Limits window to 15,000. It's not as high as Irrelevant's but it did the trick with getting my Blacksmith unstuck from its "Limit Reached" status. I spent six in-game years with that Blacksmith being stuck. A by-product of my frustration with that is I stopped caring about building homes any more so I let my population stall and allowed a slow but steady die off due to old age. Since I got the Blacksmith unstuck this morning I went ahead and built enough houses to accommodate everyone now.

At the start of year 11 I had a visit with a Tornado; so there was that to deal with as well. Then afterwards I started building additional Blacksmiths and my first Gatherer's Hut. My two Corn fields and two Cattle pastures and two Chestnut orchards and one Fishing Dock were fine up to this point but now that I build all those extra houses I thought it'd be wise to build up my food supply a bit. I was just about to find a spot to put my first Hunter Cabin when my third Blacksmith just finished getting built. As soon as I went to assign a worker to this third Blacksmith I got a fatal exception error and crashed out of game.  No idea what that was all about. Then I came here to post about it all.  Hopefully I had an auto-save not long before the game crash otherwise I lost a bit of progress.

Red, besides Hippos I think I want Chariots too!  I need to get across this expanding territory of mine a bit faster! Thing to do you see!  LOL   :P
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 09:11:05 AM
As the first two foresters are filling in their circles with trees, they are picking up less fodder/thatch, so I added a third forester in the middle of a meadow.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 09:29:41 AM
it is more easy when you will get some RotP buildings to make sure the resources arent deplecated.
how goes the foiddet ? did i fixed the respawns ?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 09:57:34 AM
I guess tin ore is pretty heavy.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 25, 2019, 10:14:58 AM
Having fun so far :) Did have a crash just after the blacksmith was built and I clicked on the building to assign a job. Went back to my last save which was 5 min previous and everything is ok, no more crashes.

First pic Yr 1. Rough start. Logs and stone so hard to come by let alone copper and tin.

Pic 2: Yr 2 cattle not producing anything yet as expected but I did expect fertilizer. Egyptians don't fertilize? Crop field is good but could be better harvest even tho I bumped up farmers to 2 to harvest. Think my field is too small. Fishing is ok with only 1 fisherman but not great, no surprise. Gatherer is doing VERY well. Blacksmith is up and working.

Pic 3: Yr 3 School is up and working and S-L-O-W-L-Y building the TP. Cattle pasture is producing beef and leather but doesn't show in the stats screen for previous/current year. However beef is in the barn.

Pic 4: Yr 6 Lost 2 bannies to starvation, mea culpa :(. TP is up and slowly stocking. Bridge is up. Fishermen upped to 4, 2nd crop field being built, Upped gatherers, hunters and foresters to 2 each. Cattle stats screen is behaving correctly now.

Pic 5: Yr 7 Added herbalist and building a 2nd barn.


Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 10:16:18 AM
Sent my laborers on a trek to a distant tin ore lode. Finally accumulated enough bronze to build a market. That will take some pressure off my bursting-at-the-seams barns.

Got a couple dozen bronze left to make some tools. I spotted another tin ore lode that I think is within hiking distance. But after that, going to have to rely on the merchant's dribble of tin ore.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 10:42:33 AM
starting to work on Beta 2 today to fix the problems you guys have. gonna try to add also, some of first buildings. (for that i need to model the Mud Pit which will give you mud for regular housing and for mud bricks).
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 10:46:18 AM
Would it be possible for you to add a sawmill? Really need some lumber. The merchant is not cooperating. :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 10:58:58 AM
Quote from: irrelevant on August 25, 2019, 10:46:18 AM
Would it be possible for you to add a sawmill? Really need some lumber. The merchant is not cooperating. :)

the lumber to build what ?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 11:05:39 AM
A tailor.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 11:07:08 AM
Managed to scrape up enough tin ore for enough bronze to build a second TP. Now I've bridged the river, there are a few nice tin ore lodes within range on the far side.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 11:47:51 AM
Quote from: irrelevant on August 25, 2019, 11:05:39 AM
A tailor.

it was a typo (bad copy paste). should be wood. and it is fixed :) thanks
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 11:54:14 AM
@RedKetchup Thank you! And I just got a merchant to bring me some lumber!

If I build this tailor now, will it mess me up for the next version?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 11:56:30 AM
Hey Irrelevant, looks like I got ahead of you in one instance hehe. First off I forgot to say I finally got that first Trade Post built, but I am working on my third one now. The second one is being built as I speak and the third is just waiting for 60 more Stone. I built a Quarry about 3 years ago, it has 12/15 Stonecutters at the moment.

Just got through my second Tornado in seven years! They are exciting and a little bit of fun but I do admit I kind of cross my fingers saying, "Please don't wipe me out! Please don't wipe me out!" rofl  :P Egypt's climate is brutal I guess. Oh I also had a Pasture epidemic (forgot the word lol). I forgot how to get rid of it; I know for Crop Fields I can "cheat" and just destroy it but I wasn't sure how to do it for Orchards so I just set them both to "cut down". That's fine, it was past due anyhow.

I've only had four visits so far from the Trader. It only took me 15 years+ to get the first one built!  :( One was for food in which I traded away the no-named "Celery" I guess and got rid of some Flowers too. The second one was a Seed Trader and I bought some Bean seeds from him. The third was a Livestock Trader selling Cattle; I dismissed him since I already have 20 in two pastures. And the fourth was a Resource Trader? He sold me 25 Wool and 25 Hide Coats I think it was. I bought those of course since I still don't have my Tailor built yet. Like you I am waiting on Lumber and I am waiting on Glass too to build my Town Hall. I already got the Town Hall placed, just have it on pause like my Tailor is.

What else? Uhm... Oh, I'm building my fourth Wood Cutter and my fourth Blacksmith as well. I also have six? Wooden Bridges around the place serving me well.

I am so glad I am past that "Limit Reached" issue but I know it's still hiding in the background waiting to happen again; I wish I could figure it out. /shrug

Have a great Egyptian day!  ;D   How's it going for you @moonbelf ?  Enjoying it so far?


EDIT: Forgot my screenshot.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 12:05:48 PM
Quote from: irrelevant on August 25, 2019, 11:54:14 AM
@RedKetchup Thank you! And I just got a merchant to bring me some lumber!

If I build this tailor now, will it mess me up for the next version?

i dont think.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 12:25:08 PM
Just got my second fatal exception error for the game. The first crash happened immediately after my third Blacksmith was built and I just went to assign it a worker. This second crash also happened on the Blacksmith after I built the fourth one. This time I was able to assign it a worker but then eight seconds later the crash happened.
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:09:33 PM
This problem has been dogging me the last couple of towns. Workers idling, or acting as laborers when they have professional work to do.

Here you see all four of my vendors idling while the market is at 63%. When they finish idling, one of them might resume working as a vendor, while the others will go off into the forest and pick up after the gatherers.

The tailor has plenty to do. But he prefers being off in the forest gathering resources with the slacking vendors. I've never noticed anything like this until the last couple of towns.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:12:40 PM
He's doing this to spite me. He's standing right in front of his job, idling. >:(
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:16:14 PM
Someone else became tailor. It says she's working, but she's just standing there, has been for some time.

She went home to get something to eat. Now she's just standing there in front of her house, "working".
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:32:29 PM
And now something new. The new tailor went inside her shop to do her work, and instantly became homeless. Her home is at upper left, with her husband Ally the farmer. Their child also is now homeless. Something weird is going on at the tailor shop. But at least she working! ;)

But when she leaves to go do anything, like get something to eat, after that she will just go someplace and idle.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:50:37 PM
Now this person is trapped inside the tailor shop. I had fake demolished it, he went inside to pick up the inventory, and now he can't get back out.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 01:55:19 PM
I for real demolished the tailor, and now I'm building it again. Here you can see the builders inside the building, working on it. This is not right, they are supposed to be out front on the roadway apron. There is something wrong with this building. I wonder whether there is a similar issue with the market.

I'm done with this for now, I'm going to go outside and stack firewood (IRL). ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 02:54:22 PM
Your Tailor issues is something I get to look forward to as well I suppose. I'm still waiting on a Trader to bring me Glass and Lumber. I've had quite a few Livestock Traders; bought Chickens and Sheep, Wheat Seeds from the Seed Trader, some Tin Ore actually and some more Tools and Textiles/Fabrics. On year 22 now... biding my time.

Don't need IRL firewood in August in Arizona. Come on down, the heat is horrible!  :P
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 03:33:25 PM
Thought I'd try building the tailor in a different location. No luck, the builders are building in the wrong spot here too. Maybe I'll just sell all the leather and textiles, and buy coats instead.

@MarkAnthony tempting, I hate winter so much.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 04:21:25 PM
I noticed your Tailor appears to be butt up against another building, have you tried spacing it out? I know there are two doors in front and like you are probably expecting they are likely to get stuck inside again once it's built completely. Maybe I don't know. Try building one that has plenty of space all around it if you haven't already.

I'm still dealing with my Blacksmith issues. My fourth Blacksmith does nothing, whatsoever. He crashed me for the second time on being built. I loaded an auto-save from just before that. After the building was built, I left it alone for almost a whole year. Then I tried assigning him. That seemed to work, he didn't crash me that time but he never does anything. He never gets materials no matter what job recipe I ask him to do. I got plenty of materials close by but he ignores them.

If I click on the button to find the worker, sure... he's listed as "working" or "picking up resources" but it sure isn't for his job building. And in case you are wondering, it's been several years now since I asked any Laborers to do any collecting or gathering so he isn't stuck in that kind of cycle.

This fourth Blacksmith has done squat for the last four/five years now - I think it's been that long; sure feels like it.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 04:43:06 PM
It isn't next to a building, there's a road in between. The first one was the same.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 25, 2019, 05:39:03 PM
Built a town hall instead.

@RedKetchup maybe too many juniper berries? ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 05:48:25 PM
Quote from: MarkAnthony on August 25, 2019, 12:25:08 PM
Just got my second fatal exception error for the game. The first crash happened immediately after my third Blacksmith was built and I just went to assign it a worker. This second crash also happened on the Blacksmith after I built the fourth one. This time I was able to assign it a worker but then eight seconds later the crash happened.
            

definitively, i will need to call the entire blacksmith file. Allowing other mods to go mess something, it is inacceptable ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 06:57:20 PM
Quote from: RedKetchup on August 25, 2019, 05:48:25 PM

definitively, i will need to call the entire blacksmith file. Allowing other mods to go mess something, it is inacceptable ^^
Not sure if you are upset or if this was directed at me or not but I am not using any other mods other than UI mods for toolbars and music. My ModMan profile is listed in your Mod thread.

Hey Irrelevant, do you know if a trader will ever bring Iron Bars? I'm short 8 for building the Town Hall. I got everything else built in game except for the Mine, Tavern and Town Hall.  The text description for the Mine says it will mine Iron and Coal but I never tried building it yet because I thought maybe Red removed all Iron from the game and that was just left-over text.

EDIT: I guess I will just try and build a Mine and see if Iron still comes from there.

EDIT AGAIN: Yeah, we can mine Iron from the Mine still. It's only taken 32 years but I'm finally going to get my Town Hall built! Woot!  :P Just need 7 more Iron bars!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 25, 2019, 08:23:55 PM
Quote from: MarkAnthony on August 25, 2019, 06:57:20 PM
Quote from: RedKetchup on August 25, 2019, 05:48:25 PM

definitively, i will need to call the entire blacksmith file. Allowing other mods to go mess something, it is inacceptable ^^
Not sure if you are upset or if this was directed at me or not

haha not upset at all ^^
i written a double pair of ^^ as smily. it represent someone is crying cause he is laughing ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 08:38:37 PM
Good to know Red, thanks.   ;D

Okay, so I finally got my Town Hall, took 33 years actually! What a tremendously painful wait for me that was!

From the looks of it I actually didn't do that bad; I'm slightly ahead on homes but that's because while the last few hammer strikes were hitting the Town Hall I just had a few old age die offs.  If you look in my Status window in the bottom left you will see I am quite below on my food surplus. I didn't have a population spurt or anything... nahh...just... another... Tornado! Woohoo!   ::) It took out a couple of Storage Barns and a group of Crop Fields.

I'm hangin' in there though.  Only thing I have yet to build is a Tavern. And you know what? I have played Banished since June 14, 2019 (says so under my name to the left, so it must be true!  8) ;D ) and I have never once built a Tavern or Ale House or anything of the sort. I will tonight though! Or maybe tomorrow morning. A 33 year wait to get a Town Hall made me pooped!  I need a break from the game tonight.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 25, 2019, 08:56:23 PM
@MarkAnthony That's quite a prosperous town you have there! Lower Nile definitely has advantages especially when it comes to terrain :)

I'm in yr 14, have a TH, TP, marketplace, cemetery (waiting on mats for chapel), stone quarry and moved the forester a bit further out to make room on flat terrain for other buildings and am building a 2nd forester.

Built a 2nd blacksmith and as soon as it was done and I clicked on the pinned building, the game crashed. Loaded save from 5 min before and everything was ok when blacksmith was done.

Flat tool: OMG what a shock it was when I simply did 1 line in the hill LOL! The ummm "hole" isn't what I expected hahaha! Also what are those grey rock/boulders to the right of that hill? Limestone? I tried every collection possibility and can't gather it.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 08:59:33 PM
Lol - I guess that's gonna be the new Banie Garbage Dump!  :D

Just be careful where you point that thing will ya?!  Yikes!  You're dangerous! Muahahaha!   :P

Oh you know what? In the beginning me and Irrelevant were pretty scarce on trees too. I was like.. "uhm... where'd all the trees go?!"  lol  I don't know how many Foresters Irrelevant has right now or at the start but I didn't have my first Forester until about year 14 I think? After I fleshed the area out removing all the junk I let four Forester employees just plant, plant, plant for about 3 or 4 years. That one Forester location with four employees sustained me until year 30 when I decided to build another.

I built it for no other reason than just because I moved to the edge of the map to build that Mine and I already had a massive area full of trees there. So I just plopped a second one down for good measure.  I actually need to build about five more Wood Cutters now since I've been buying so much stuff via the Trade Ports my Fab-Five Wood Cutters are starting to fall behind. My Trade Ports are not getting stocked to the quotas I set anymore. My one original Forester kept those five Wood Cutters supplied - easily! Now it's time for more!

Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 25, 2019, 09:12:12 PM
LOL at me being dangerous :P That hole is where all the wandered off bannies fall in who aren't doing what they're supposed to  ;D

Did you have a lot of trees to start with? I didn't so a forester was a must. Cutting down trees around my town made the place look very bare right away.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 09:22:51 PM
Nah I didn't have many near me, not where I started at. I saw them off in the distance a bit but more like a really, REALLY, thinned out wanna-be forest. I had them chop a few stragglers here and there and I used Red's new removal button Remove Wild Things? I think it was to get some Firewood before I had my first Wood Cutter up and running.

Nah, I really didn't send the Banies after trees very much, I think four or five times at the most and when I did send them it was just like a 2in x 3in area on screen -- nothing too large that they'd get stuck doing that and not their normal jobs. Mostly I got my logs from just plopping down buildings everywhere and them clearing the land.

I forgot to mention, my Fab-Five Wood Cutters survived off of Fodder-Thatch for their first 15 years or so of employment. Again, just stuff collected from clearing building spots. After I got my first "Out of Resources" icon over one of them I switched three of the five to making Firewood from Logs. I had five 6x8 Stock Piles full of 100% Logs near those three that I switched.

Why so may Logs?  I completely forgot about using them!!! Once an RK-Vanilla Wood Cutter is built it automatically starts making Firewood from Fodder-Thatch. So it was basically like set-and-forget. I built them and never looked at them again. All the while I'm getting frustrated by so many Logs everywhere and having to build about a dozen+ Stock Piles to make room for other stuff. And then after I saw my first "Out of Resources" icon over a Wood Cutter I was like DOH! Duhhh..!!! I totally forgot I could make Firewood from Logs too!  :-[ ::) hehe!                 
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 25, 2019, 09:51:26 PM
Quote from: moonbelf on August 25, 2019, 08:56:23 PM
... Also what are those grey rock/boulders to the right of that hill? Limestone? I tried every collection possibility and can't gather it.
I didn't see this part of your message.

I don't know. What I do know though is that in some game maps I've played - I don't recall whether they were Red's maps, or Discrepancy's maps or CC Terrains or maybe it happened on all three of them - but I occasionally see rock out-croppings that cannot be gathered by any means. I figured it was more of a decorative aspect of the map making.

Have you tried the Remove Almost All (tin/copper/stone) button or the new one Red made? I don't know it may just be a decorative thing seeing how big it is and whatnot.
               
EDIT: Sorry, you said you tried everything you could so it wasn't necessary for me to ask that.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 01:03:20 AM
@MarkAnthony sorry to have been non-responsive to your questions, I went to bed early. Now I'm up early, but I can tell you that that "healthy, wealthy, and wise" thing is nonsense.

Yes, the trader will bring Iron (but of course you no longer need it).

A forester was one of the first builds I made, then built a second within 2-3 years, and finally a third one 3-4 years after that. Took a while, but the foresters (and the two gatherers) really ended up carrying the town. Once the circle of the first forester was nicely filled in with trees, I never had to give logs a second thought. Before that though, I definitely was harvesting trees on an ad hoc basis, there were never enough logs for the first few years.

I found that I needed to do a lot of resource harvesting with my laborers. Twenty times at least I must have sent everyone out to harvest a group of tin ore, copper ore, rocks, or trees that were increasingly distant from the town. I kind of enjoyed the micro. And there was a lot of it!

@moonbelf that gray outcropping is definitely something harvestable. I found some on my map, was able to select it for removal with the "harvest resources" tool, #2 on the "removal and destruction" toolbar. It's too far from my town to actually go get it though. But you can see in the image that it has been highlighted for removal. If the description of the "collect almost all" button is accurate, it is not ore, stone, limestone, sandstone, or meteorite rock.

edit: started a new town for the single purpose of finding out what this stuff is. It's limestone. Sandstone probably looks similar.

Now that I'm looking around the map, the stuff is on hillsides all over the place.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 01:14:17 AM
@MarkAnthony @moonbelf did either of you experience problems with your tailor similar to what I described?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 03:19:48 AM
Quote from: moonbelf on August 25, 2019, 08:56:23 PM
Flat tool: OMG what a shock it was when I simply did 1 line in the hill LOL! The ummm "hole" isn't what I expected hahaha! Also what are those grey rock/boulders to the right of that hill? Limestone? I tried every collection possibility and can't gather it.

there is certainly a meteorite at the bottom ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 04:40:37 AM
Started another town. Knowing from the start that tin was going to be a problem made it much easier to deal with; I wasn't freaking out about it, I was just collecting what there was around to collect. Didn't get the school made in time, but the two uneducated siblings were stuck together in a house far away from the blacksmith ;D

Also did not build a hunter, rather a fisher, so I don't have to sweat my barn filling up with leather and venison. Fish has worked out much better as the protein source.

Got a TP, 50+ bronze tools, a cemetery, and enough bronze to build a hospital. There's a forester off the map at the top, and a gatherer off the map at the bottom.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 05:12:47 AM
@RedKetchup I assume that fodder/thatch spawns next to something else; what is that something? ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 06:18:23 AM
Well, that didn't go as planned, hardly ever does but I keep trying! Damn cats! Four kittens (1.5 yrs old) go nutso/ape shit at the crack of dawn which here was about 5am-ish!  So I'm up early along with you @irrelevant    :o

Quote from: irrelevant on August 26, 2019, 01:14:17 AM@MarkAnthony @moonbelf did either of you experience problems with your tailor similar to what I described?
I expected to based off of what you said, but no I didn't. Maybe I got lucky or maybe it somehow just didn't happen. For me, the Tailor was about the fifth building I placed down at the very start of the game.

I placed the School first since I had a 9yr old and an 8yr old to start with (I'm all for higher edumacation (https://www.yourdictionary.com/edumacate)... you understand!  ;) ), (they never did get to school on time but the rest of them did) then the Blacksmith, then a Fishing Dock (I had a super-sweet spot for that, I'll get you a screenshot.), then a Wooden House and then the Tailor only to find out after I placed it down that it needed Lumber. So that Tailor sat there for almost 27 years or so before I finally got the Trade Post built due to my Blacksmith issues  >:( . I had to wait a long time for one of those Traders to come that sold me raw materials. It was like my 10th or 11th Trader I think. Anyhow, maybe because my Tailor sat there for so many years with everything else collected for it except for Lumber, maybe that caused your bug not to happen for me.

Yeah, the pain in the butt for me the entire game was the Blacksmith for sure.  Either crashing on being built (twice) or constant Limit Reached status I had a super-hard time getting anything done. That fourth Blacksmith I built, never ever did anything. I ended up just shutting it down and firing the employee there. He was an ass anyhow, I didn't like him! ME: "Hey you... psst yeah you! Get to work! Go fetch some materials!", HIM: "Nahhhhhhhh, dun' feel like it, do it ursef!" 

Funny really. I couldn't get enough metal at the start and mid-game range but once I got those three Traders up, I bought so many ore and bars I had 522 Bronze 292 Copper Ore (still not Tin or Tin Ore) by the time my Town Hall was built and I could finally get an accurate count of inventory.

EDIT: Here's that screenshot of that great fishing spot I had. I could have used the Flatten Terrain tool to get on to that pointy area but didn't. The screenshot shows only 3 Fisherman but that was at the end of game when I had die offs from old age and I was losing Laborers to that. I stole a Fisherman to make him a Laborer. My four Fisherman were getting over 1,860 fish a year!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 07:31:14 AM
Okay, like @irrelevant I'm going to start a new map as well. New day, new map! I guess I'll never see a Tavern or Ale House! That was the last item I hadn't built yet, in this last game... or ever!

Maybe one day. I'm certainly old enough for one, 52 years! And I do partake once in a great while.

This will be all the pictures of my areas. Please note I have a poopy computer so I have graphics settings at low and no shadows.  :(   So they won't look nice like yours. And too... I don't do pretty! I just... do. (Meaning I don't build eye-candy towns etc or use decorations)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 07:43:58 AM
My Town Hall stats windows.

Like I said in one of my last posts last night after I finally got the Town Hall built. I don't think I did that bad in terms of keeping everything balanced without any stats to look at for 33 game years. There were only a couple of things I was slightly below on, everything else was above and beyond what I needed.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 08:03:09 AM
I'll tell you what though, I sure did miss Red's multi-story housing and his carts!

Can you imagine multi-story pyramids, tip to tip I mean? LOL You know they're coming right? Pyramids? @RedKetchup can't make an Egyptian themed mod without pyramids! And I know... I can almost feel it... I bet he's sweating and cussing and throwing Red-fits trying to get us some HIPPOS!!! Again, can't have the Nile without those darn cute Hippos!
               

And I still want a chariot! Well I do, but Hippos are more important! He can make his carts look like chariots, I'd be happy with that!
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 08:38:21 AM
nan more bad cursing at my stupidity sometime.... i need to fix what i broke yesterday : all the mod itself ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 08:46:46 AM
You'll get it Red, besides death and taxes, that's also a certainty! We're waiting and I'm passing the time by starting a new game this morning like Irrelevant did. Mean while... @moonbelf 's out there somewhere with some sort of crazy space-aged gun blowing holes into mountains. She must have made it from the properties of a meteorite piece. I never did find one of those, so ... yeah... still poor!

Be wary of her... be very very wary!   :P
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 26, 2019, 08:48:24 AM
@irrelevant @MarkAnthony I haven't started a tailor yet. You guys are way ahead of me in town years. I'm only at year 14. Thought I was doing well to have what I do so far but now I'm not so sure  :D I'll stick with my current town until @RedKetchup gets beta 2 out.

@RedKetchup sorry you're having so much trouble with this mod and need to redo much. But know that we appreciate what you're doing!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 26, 2019, 08:51:17 AM
Quote from: MarkAnthony on August 26, 2019, 08:46:46 AM
You'll get it Red, besides death and taxes, that's also a certainty! We're waiting and I'm passing the time by starting a new game this morning like Irrelevant did. Mean while... @moonbelf 's out there somewhere with some sort of crazy space-aged gun blowing holes into mountains. She must have made it from the properties of a meteorite piece. I never did find one of those, so ... yeah... still poor!

Be wary of her... be very very wary!   :P

Agree with everything @MarkAnthony said. Even agree with me having some super space-age weapon to annihilate pesky terrain! hahaha
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 08:51:49 AM
Quote from: moonbelf on August 26, 2019, 08:48:24 AM
@irrelevant @MarkAnthony I haven't started a tailor yet. You guys are way ahead of me in town years. I'm only at year 14. Thought I was doing well to have what I do so far but now I'm not so sure  :D
Nah Moonbelf, we were not way ahead of you; we did however start more than 1/2 a IRL day before you did.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Abandoned on August 26, 2019, 09:09:36 AM
Quote from: MarkAnthony on August 26, 2019, 08:03:09 AM
I can almost feel it... I bet he's sweating and cussing and throwing Red-fits trying to get us some HIPPOS!!! Again, can't have the Nile without those darn cute Hippos!               

And I still want a chariot! Well I do, but Hippos are more important!                

;D @MarkAnthony I think you will have to be a bit more persuasive if you want those hippos  ;D  Try this.

https://www.youtube.com/watch?v=VGLGJV01C0Q


Sorry, I just couldn't resist - I will remove from thread if anyone asks.  :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 09:10:06 AM
So before I begin round two of fighting with the Blacksmiths, here's what I am starting with.

This time I only have one child to concern myself with. Even though she is age 6 I have no clue if I will get a School built in time because this time I am playing on a Hard Alternate start.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 09:14:13 AM
Honestly @Abandoned the very first time I uttered the word "hippo" in the forums here I had that song in the back of my mind.  ;D   I thought about linking it but I wasn't sure if anyone else would understand. The whole Euro -vs- 'Murica thing - we already look stupid enough to them as it is.  ROFL *solely my opinion*
               

Your link didn't quite work.. did... but didn't.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Abandoned on August 26, 2019, 09:17:23 AM
 ;D ;D ;D oh, that is so funny, glad I have company and am not the only one.  Since I read your hippo comments I keep hearing that song in my head  ;D  I was hoping posting song would banish it from my mind.  ;D
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 09:24:46 AM
Yeah, I'll always love that song. I just now watched the whole playback as well.

Maybe Red will take the time to watch and LISTEN (it's so cute the way she pronounces the words) and he may truly understand how important they are.

HEHE  :D
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 09:41:38 AM
This town is going great. The first resource merchant brought 180 refined tin, unordered, so for awhile anyway, there will be all the bronze I could ask for. Now for some lumber and glass for the town hall.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 09:49:58 AM
Wow, year 11 already. I haven't even started my second game yet. It's running in the background on pause because I somehow ( @Abandoned ) got led astray to YouTube and I've listened and watched the Hippo song about five times now and am searching for more Christmas videos. The ones I like are the flash mob types at malls and whatnot.

Anyways, I'll be starting soon I just put YouTube away. Keeping an eye on your posts as usual.

EDIT: Oh I forgot to say, this one will be sans-roads.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 26, 2019, 10:00:46 AM
You better use that space age laser I have on the huge mountain and find an asteroid!  :P
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 10:27:25 AM
btw, hehe, i asked only one thing about the test .... still didnt got a lot of comment on :

QuoteI changed the way things are spawning so i will need to get feedback on : How herbalist / gatherer hut / foresters are producing.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 10:30:42 AM
Quote from: irrelevant on August 26, 2019, 05:12:47 AM
@RedKetchup I assume that fodder/thatch spawns next to something else; what is that something? ;)

grass is only spawn at map creation and nothing will spawn those unless it respawn itself (auto respawn)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 11:03:15 AM
Quote from: RedKetchup on August 26, 2019, 10:27:25 AM
btw, hehe, i asked only one thing about the test .... still didnt got a lot of comment on :

QuoteI changed the way things are spawning so i will need to get feedback on : How herbalist / gatherer hut / foresters are producing.
Sorry Red, I did see that before playing.

I didn't actually pay too much attention to the Herbalist. My first Herbalist (I ended up with three) is the only one I glanced at once in a while. To be fair to you I don't think I had it in a good spot to begin with. It didn't get very much maybe like 26 per year at those times when I actually did look. I ended up putting a second Herbalist in that first building to give it a small boost if there was any to actually gain.

The Gatherer did very well, I would say in the 600-800 range for one Gatherer. I didn't add up the numbers and the list of items it collected was very long, so I was quite pleased with that. Having said this, the Gatherer wasn't actually my main food source since I had two crop fields and an orchard and a pasture and I was really pleased with my fishing dock but he had a pretty sweet spot to fish from.

The Forester I think did pretty well, but I did have two of them employed at first and then later I bumped it up to four employed. I wasn't so concerned about logs like Irrelevant was. Like I told Moonbelf in my previous comments in this thread I didn't have a Forester until about the 14th year - I had so much Fodder-Thatch to use I never needed an excess of Logs.

My Logs for building all came from the places the Banies would clear for the building areas. I think I sent them to cut trees maybe four times ever in small batches. My five Wood Cutters survived on Fodder-Thatch for 15 years before I finally ran out of Fodder-Thatch and switched to making Firewood with Logs. By the time I made that switch I already had five 6x8 Stock Piles of 100% Logs at this point because the Forester was working in the background with me not even thinking about it at all.

I only micro-managed the Forester twice. Once when I first built it in year 14 I set it to two employed and 3-4 years of planting only. Then after I finally got my first Trade Post built, and then the next two Trade Posts I bumped up the Foresters to four employed so I could keep the Wood Cutters heavily stocked to keep my Trade Posts running. I bought like 10 different Seeds & Livestock in total I think so I needed the Firewood for currency.

As I also told Moonbelf and Irrelevant (and you by the way) the only time I really used the gathering tools is when I would clean the radius-area up for the Forester, Gatherer and Herbalist. The real exception being looking for ore and getting stone. I used those a lot. Then, after I saw how Irrelevant struck gold by finding an 8000 tv meteorite well... I went prospecting for that but I never found one.

I will do much better this time around on paying attention to the gathering rates for the Herbalist, Gatherer, and Forester and Hunter too - I promise I will try. Sorry about that. I got caught up in playing a new game and then the issues of the Blacksmith kept dogging me throughout the entire game I forgot my true purpose was to help you test this.


Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 11:24:40 AM
Rise of the Pharaoh - Game 2 - Nesse


I already posted the images of the game settings and map and starting area up above. I quickly mentioned to Irrelevant that in this game I will not be building roads. It's seems more realistic to me that there wouldn't be roads in the desert dunes area and as far as I know, Rome hasn't come and changed things for us yet. So no roads this time!

Oddly enough, when I do play my games without roads I actually seem to pre-build stuff more than I normally do. I guess it's just because I want to place things in more scenic and natural ways and in places where the areas don't need to be cleared as much.

A note to you @RedKetchup - I am going with the Hard Alternate start so I have no building materials to start with, less food, little clothes and tools to start with and only one crop seed. So this time I will be relying on the Gatherer and Hunter and Fisher more than before. So I'll keep watch on those this time around, for the Herbalist too.

So before I hit the "play" button here's how I am going to start out.

EDIT: Sorry the text doesn't come out clearly in the second image, it does in the original image but the way it's enlarged/displayed here it's a bit blurry.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 12:05:38 PM
THANKS you !

And thanks to all who those has been testing so far. I know it is a Beta 1. The first one. I am gonna work all the week to get Beta 2 so this weekend you will able to play a bit. I still need more input from gatherers... 600-800 food per worker seems a bit too much. Need more tests.

1. I need to repair what i broke yesterday LOL
2. Finish what i started (read comments and fix things)
3. Add some RKEC animals (wild & pastures)
4. Add the first building: Hut House which replace the wood house. Will need Logs and Thatch to build those.
5. Do the Mud Pit. A working place to get Mud for walls and Mud Bricks.
6. Add the 2nd housing: Mud House which is midway between vanilla wood house and vanilla stone house. Will need Mud, Mud Bricks, and maybe somemething else.

I want to believe that i will be able to do all that for Beta 2 :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 01:40:33 PM
Looking forward to it Red. I just beg you to please kick some ass on that Blacksmith, wait a pain it is!

So this game, the first building I built was the Blacksmith. I had three fatal-exception errors on it alone. After the third one I was somehow able to get passed it but then I had another issue, that has nothing to do with you.

That darn uneducated kid kept taking the Blacksmith job. I fired him three times but the stubborn fool kept sneaking back in. Each time he got in I would fire them and shut the building down until the next month. Then a new educated person would take the job but that didn't last long because that sucker would sneak in again. So I am hardly getting anything done in the Blacksmith which further escalates the problem because now I won't have the School done in time for the other kids who are about to adult-up! Bah! Frustrating. But yeah, please, please fix this Blacksmith! This is even more urgent than the Hippos! (Can't believe I'm saying that!)  ???

My Fishing Dock is about normal this time, normal expected output for normal expected river access. My first year netted 492 fish with two Fisherman. At first I thought maybe it was low because only one had a home and they had to use the starting Storage Cart to put their fish away in. The house is about 30 tiles away the cart about 20 tiles away. For a brief second after the house next to the Fishing Dock got built one of them moved in there, but then they moved out again and went back to the first house next to the Blacksmith. Now they are both in there and they are still using the Storage Cart. I just finally got the Storage Barn built so I imagine they will start using that but it's just about as far away as the cart is. My output for the second year was 480 fish for two Fisherman so I guess that's going to be "my normal" at least for a while anyhow.

I don't know what the hell happened to my Crop Field!  :'( I was late putting the field down because I forgot I started with a Crop Seed (Cabbage this time). I didn't get the crop field down until August and the season starts in March. So the Cabbage field began March of the second year. This is where I don't understand what happened. That entire year I only managed to get four Cabbage! Four!!! It is an 11x11 Crop Field with one Farmer who incidentally lived in the house right above the field and the Storage cart was near it too. Wow, that was pathetic and thankfully I had a lot of "Wild Food" around to gather.

This is a much more difficult game than my first one mostly because I am playing with a harder start and also a desert and harsh climate option. Only eight adults and one pain-in-the-ass uneducated kid.

I don't have a Gatherers Hut yet but will definitely need to get one built ASAP the next time I log in to play. I need a nap now, lest I borrow @moonbelf 's blaster gun and blow that kid away!  :o :P I think I will build a Hunter's Lodge too because if I can't grow Cabbage then I'm gonna need back up! Only thing is I got no one to man those jobs when I do get them. I already have the Blacksmith and Wood Cutter shut down as it is.

From where I sit it sure does seem like school is a long ways off, and I really had high-hopes of getting my Trade Post up and running early like Irrelevant and Moonbelf seems to be able to do, but I don't think that's gonna happen, not while that punk kid keeps hangin' 'round!  We used to tell bratty kids to "Go play in traffic!!!" I'd tell this one to "Go pet a Hippopotamus!" but well... we don't have thoossssse!!!    ::) :D

The first image below shows the locations of work to home and work to storage, the second image is just my progress so far at the time of logging off for a nap!
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 03:16:58 PM
thats normal. if you past spring for your crop, it will only plant next spring. the time limit is last second of Late Spring.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 03:52:56 PM
I thought I did comment, but I will again.

The gatherer is very much like the gatherer in RKEC, cranks out huge amounts of food. I did miss the bonus of getting oats for grain. The only problem with the gatherer is how to store all the food. At first I thought there were too many juniper berries, but since that seems to be the only fruit available, better too many than not enough.

As for the forester, it's hard to say without being able to see more than three items on the production panel. Many years I could not see logs or fodder/thatch, which are the most important things. But once you have a couple of foresters with filled-out circles, you will have no trouble building a nice inventory of logs, especially with all the fodder/thatch that you can turn into firewood. Firewood consumption is extremely low, so you can put half of your inventory into TP.

I'm very happy with both the forester and the gatherer. I did not build an herbalist, but I did harvest considerable amounts of herbs manually for trade. The density of the herbs seems about right. 
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 04:09:12 PM
Quote from: MarkAnthony on August 26, 2019, 01:40:33 PM
I don't know what the hell happened to my Crop Field!  :'( I was late putting the field down because I forgot I started with a Crop Seed (Cabbage this time). I didn't get the crop field down until August and the season starts in March. So the Cabbage field began March of the second year. This is where I don't understand what happened. That entire year I only managed to get four Cabbage! Four!!! It is an 11x11 Crop Field with one Farmer who incidentally lived in the house right above the field and the Storage cart was near it too. Wow, that was pathetic and thankfully I had a lot of "Wild Food" around to gather.

You need much larger fields for this mod. It's counter-intuitive, but it is so hot and dry in the summer that your crops will not grow at all. Cabbage is especially bad, it will grow only between 45F and 85F. Beans will grow between 40F and 90F. If you look at the temperature display, you'll see that the temp is over 90F almost the entire summer. Field crops in this climate only really start to grow after the harvest begins. On the other hand, the growing season (autumn into winter with cooler weather and rain) will last well into winter before it gets cold enough to stop them growing. So you have a very large field, write off the first 30-50% that gets harvested as it will be stunted, but the rest of the field should produce pretty well. I was regularly getting 1000 beans with a single farmer on a 13x14 field. But your 11X11 cabbage field was fully-harvested before it really had a chance to get started growing.

Now @RedKetchup is crafty enough to make some specialized crops for this climate that will render this advice moot. But for now, that's the way it works.

Here's how crops grow. Assuming you are within the crop's temperature range, the crop will have a spurt of growth of maybe 15-20% yield during a period of sun following a period of rain. No rain, no growth spurt. The spurt will eventually slow and die down to very slow yield growth, unless you get more rain, then it will take off again when the sun comes out. You should watch your field crops grow sometime (on a temperate map), how the yield responds to temperature, rain, and sun. It's surprising.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 04:19:13 PM
Despite all the challenges in getting started, now it's just like any other Banished village with everyone running around naked.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 04:21:46 PM
Progression !!  ;D

Quote from: RedKetchup on August 26, 2019, 12:05:38 PM

1. I need to repair what i broke yesterday LOL - Fixed
2. Finish what i started (read comments and fix things)
3. Add some RKEC animals (wild & pastures) - Done
4. Add the first building: Hut House which replace the wood house. Will need Logs and Thatch to build those.
5. Do the Mud Pit. A working place to get Mud for walls and Mud Bricks.
6. Add the 2nd housing: Mud House which is midway between vanilla wood house and vanilla stone house. Will need Mud, Mud Bricks, and maybe somemething else.

I want to believe that i will be able to do all that for Beta 2 :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 26, 2019, 04:26:13 PM
Wild boars! Now that's what I'm talking about.

What did you break yesterday?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 26, 2019, 04:38:46 PM
Wild boars! Sweet!

Gatherer is VERY proficient, even starting with just one. Add another in a couple years and they produce a bumper crop of so much stuff. Hunter is lackadaisical and very so/so on what they get. Herbalist with only 1 isn't producing very much, even bumping to 2 or 3 is not much better. This is in the Red Desert starting area.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 05:52:36 PM
Quote from: irrelevant on August 26, 2019, 04:26:13 PM

What did you break yesterday?
was trying to change iron to bronze.... there was 1 place it was refusing to change icon and name.... i tried to do a lot of things.... and bad things LOL

Quote from: irrelevant on August 26, 2019, 04:26:13 PM
Wild boars! Now that's what I'm talking about.


i simply added all the RKEC animals to ROTP in wait it has its own animal world.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 06:22:45 PM
Quote from: RedKetchup on August 26, 2019, 03:16:58 PM
thats normal. if you past spring for your crop, it will only plant next spring. the time limit is last second of Late Spring.
I know this Red, I missed the opportunity to plant in year one since I laid the crop field in August of year one. So year two is the year my crop should have been planted and harvested. My screenshot showed I was in year three with the results of the entire year two as 4 Cabbage.

I'll try and do as Irrelevant suggested and make a larger field and see if that helps. @irrelevant I should then increase my number of Farmers to two per field then right, I assume that's what you did?

How soon did you get your School up and running? Did you have issues with uneducated taking the Blacksmith job and if so, what did you do - just ignore it? I'm thinking that's what I am going to have to do, ignore it and deal with the fact that my ore and bars will be even more precious now than the last game since they're being wasted away.

Quote from: irrelevant on August 26, 2019, 04:19:13 PM
Despite all the challenges in getting started, now it's just like any other Banished village with everyone running around naked.
Are you still having Tailor issues?
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 06:28:30 PM
Quote from: irrelevant on August 26, 2019, 04:26:13 PM
Wild boars! Now that's what I'm talking about.
Quote from: moonbelf on August 26, 2019, 04:38:46 PMWild boars! Sweet!
ROFL!  ;D   You guys see Wild Boars, I see teeny-tiny Hippos!   :P

Let your imagination run wild!


Oh and Red, if you ever do make Hippos, can you make it so that when they are slaughtered they are of the pork-variety?! I can't help but drool dream about a huge slab of bacon!

Bacon is life!   8)
               
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 26, 2019, 08:07:07 PM
Hippo bacon?? Why? hahahaha .. smoke those boars!! :P

@RedKetchup here's a screenshot of gatherer and herbalist. As you can see even with few bannies assigned they still produce lots. Hunter not so good at all rather bad actually.

I still don't have a tailor. The trader has been mostly useless up to now. Incredibly bad RNG. So all my peeps are naked too. It'd be funny if they actually were lol.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 26, 2019, 08:16:17 PM
bah seems not that bad. a bit high but not much. maybe if i nerf the ones that show more often than the others... it will just make it. ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 08:27:43 PM
Still strugglin' to get started.

My Blacksmith seems be to educated now, so that's good so back to makin' Copper and Bronze. My Tin Ore deposits are even more rare than the other game, I only had two places to fetch any from. The next available deposit is across the river. I need to build two bridges but don't have the logs to do so. I am therefore unable to make any more Bronze but I had just enough to supply my Trade Post so that's in the works; just waiting for more Logs and Stone to complete the materials list.

I have a total of three uneducated brats, no clue where they are and I am afraid to look. Hopefully one is a school teacher and the other is off picking it's nose somewhere. At least it's not in the Smithy! My luck they're in the Wood Cutter. Oh well, still not going to look. I'd rather be wasting Fodder-Thatch which is free than ore and bars which are "My Precious!" (Golem reference from LoTR)

I'm not battling the Tornado Triplets this time (triplets because I had three tornadoes in the last game) but I got a visit from Scarlet!   ???   She came by in December and infected 7 Banies by March of the next year. She hasn't gone yet; but she has over-stayed her welcome for sure. Hopefully she'll get the hint and move on. My overall health for the settlement is a lot worse than the other game, I'm at 50% hearts right now.  :(

I'm pulling 483-570-ish fish from the Fishing Dock with two fisherman. My Cabbage field is now 15x14 and I am getting 480-ish with one Farmer. It's better than before, that's all I care about. I can't afford to put another Farmer on that field because I did get a Hunter's Lodge and Gatherers Hut built.  I thought I put the Hunter's Lodge in a good spot but I'm not sure anymore. It's close to the center of my starting settlement but it had two grazing areas within it's radius however it's still only pulling in 200 meat per year. My Gatherer, meh! Nothing like the last game but again I am in a Desert Dune now with a harsh climate this time as opposed to the Lower Nile Delta with a mild climate like I had last time.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 09:01:33 PM
Let me expand further on the Forester and Gatherer.

I picked the area immediately south of the settlement to put the Forester so the trees it started off with were pretty scarce. For the first two years I had it set to cut and plant with only one employed because I really needed to get some logs for Building and I already cut what I could from outside it's radius without straying too far from camp. Then the third year I had it set to plant only but then the 4th and 5th year I had to set it back to cut and plant again. Anyways, I would say the Forester's radius is maybe at 35% capacity at this point, even with the new seedlings growing.

I kind of went back to my old ways and stuck the Gatherer near the Forester, there was no where else better that was near by that I didn't need a bridge to get to. I don't have the Laborers yet to clean up the Forester and Gatherer's radii yet. So that is not contributing very well to increasing the outputs for them. I initially started with clearing the Forester's radius with the Collect Wild Things option since that is the easiest. Collect Fodder-Thatch? Fuhgitaboutit! Hundreds of spots to clear just in the top-half of the radius!  Cleaning up these radius circles will take several years, I just don't have the help to do it.

I did call a town meeting. I told all of my Snowflakes that there was just too much to do and that I had no time to listen to a bunch of Buttercups whine about it! I told them to suck it up and dig in, hard work needs to get done! I told them that if they didn't just push on and get through it then I would cancel @kid1293 's Christmas!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 26, 2019, 10:04:37 PM
@RedKetchup I have a question for you please. Does RKEC and RoTP have the Mushroom weight fix of 1 weight each or are they still the normal 4 weight? I've been stocking the Trade Post with Mushrooms to use for even trade of some other food item because I am assuming they have the standard weight of 4 each.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 27, 2019, 12:25:15 AM
@MarkAnthony adding a second farmer would be counterproductive, as that would speed up your harvest. You want the harvest to last as long as possible in order to take advantage of the cooler, wetter conditions that occur only after the harvest begins in early autumn.

I didn't even try a tailor in my second town, I assumed I'd get the same result as in the first one.

I got the school up late in year 1. I had two uneducated workers. I dealt with them by building housing far more quickly than I normally would have. Once there were no homeless people left, I knew that my uneducated brother and sister would pair up in the next available house, so I built that house in the other side of the stream, next to the school and near one of my foresters. That worked out, one became teacher and the other a forester.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on August 27, 2019, 12:51:55 AM
Okay thanks Irrelevant.

I'm not liking this second game... at all. I just had a starvation die off of five people. Collecting Wild Food and 200 meat per year + 500-ish fish +8-400 Cabbage just isn't cutting it. I got 2 Fisherman, 1 Farmer, 3 Gatherers and 1 Hunter. It's just not enough, that crop is seriously holding me back.

I got my Trade Post built and already received my first Trader but all he had was 15 coats, which I bought of course. I was hoping for food to buy. Scarlet (fever of course) left town after six months, luckily no one died from her because who then would be left to die of starvation?  *sighs
             
I think I am just going to wait for Beta 2. Hopefully it will include a fix for the Blacksmith.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 27, 2019, 09:10:45 AM
Quote from: MarkAnthony on August 26, 2019, 10:04:37 PM
@RedKetchup I have a question for you please. Does RKEC and RoTP have the Mushroom weight fix of 1 weight each or are they still the normal 4 weight? I've been stocking the Trade Post with Mushrooms to use for even trade of some other food item because I am assuming they have the standard weight of 4 each.

yes 1 weight
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 27, 2019, 09:13:07 AM
Quote from: MarkAnthony on August 27, 2019, 12:51:55 AM
I got 2 Fisherman, 1 Farmer, 3 Gatherers and 1 Hunter. It's just not enough, that crop is seriously holding me back.


7 workers only ???
for how many populaton ? i hope you will starve cause at least half of your pop should work on food.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: taniu on August 27, 2019, 01:57:20 PM
@RedKetchup  :Dmy temples test - when it comes to food it is OK - but my village is only two years old and already calls for tools - I have a mod kid - "Smample Legend" - it is very useful - because hunter croc - it provides crocodile meat and skin - I'm playing a simple mod now
"Stone Tools" we will see how my people are doing - I also noticed that - Blacksmith runs away from blacksmithi I have to take the next person and I don't have a school yet? - he continued testing. My bearings are - Terrain Size - medium, Type - Nile [lower] Delta, climate - Lower Nile [Mild] easy, no disasters.
I'll start from the beginning, maybe I'll add some new modS? - I don't know if the "RKEditorChoiceEdition XtraLight 1.3.1d" and "RK Rise of the Pharaoh Beta 1 testing" mods do not duplicate - does it bother me that I'm not good at understanding English? sorry for that - maybe you just put1 mod "RK Rise of the Pharaoh Beta 1 testing"?my windate. Greetings
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 27, 2019, 02:06:23 PM
dont worry too much with beta1. it is not long term playable. i suggest to wait beta 2.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 27, 2019, 05:01:25 PM
@RedKetchup I just noticed that an educated woodcutter is producing 4 firewood per 5 fodder/thatch rather than 8 as advertised on the pulldown.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 27, 2019, 06:09:56 PM
@MarkAnthony I just realized that another thing you can do regarding your cabbage crop, if you are in the mood for some micromanagement, would be to fire your farmer once planting is complete. Let nature take its course, then rehire him (and maybe more farmers) once the yield has reached 75%. The newly-employed farmer(s) should begin harvesting immediately, and you should get a worthwhile crop.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 27, 2019, 06:30:36 PM
Quote from: irrelevant on August 27, 2019, 05:01:25 PM
@RedKetchup I just noticed that an educated woodcutter is producing 4 firewood per 5 fodder/thatch rather than 8 as advertised on the pulldown.

oh because it didnt processed what i've asked in the firewood file. gonna check that thanks


edit fixed.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 27, 2019, 06:48:34 PM
Quote from: RedKetchup on August 27, 2019, 06:30:36 PM
Quote from: irrelevant on August 27, 2019, 05:01:25 PM
@RedKetchup I just noticed that an educated woodcutter is producing 4 firewood per 5 fodder/thatch rather than 8 as advertised on the pulldown.

oh because it didnt processed what i've asked in the firewood file. gonna check that thanks


edit fixed.
You're awesome! :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: taniu on August 28, 2019, 12:51:20 AM
@RedKetchup ;D ;D ;D thank you for answering - I will wait patiently.I cordially greet
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: wiccandove on August 28, 2019, 06:09:29 PM
This may be a stupid question, but where can I download this?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 06:14:15 PM
Quote from: wiccandove on August 28, 2019, 06:09:29 PM
This may be a stupid question, but where can I download this?
Reply #174 of this thread: http://worldofbanished.com/index.php?topic=1108.165

It seems so obvious!  ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: wiccandove on August 28, 2019, 06:19:56 PM
lmao...so obvious :P Thanks!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 07:10:04 PM
So in this thread I have complained of various problems with gameplay:
I fixed it all! I uninstalled Banished, and reinstalled it. Cleared all the "MOD*" entries out of the registry. All these problems went away. I probably won't be able to reload any of my old saves, as I don't use mod manager and I'm sure I won't be able to remember which mods I was using with what towns, but it is such a relief to be able to play Banished again without these headaches. And leaving all those old towns behind will be refreshing!

@MarkAnthony I would bet you'd be able to clear up your blacksmith problems with a reinstall. Your issues almost certainly aren't related to RKRP, as I never experienced any blacksmith problems at all. 
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 07:39:20 PM
@RedKetchup one thing makes me sad, I can't get "Slink's No More Seeds" to work with your mod. Any thoughts?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: moonbelf on August 28, 2019, 07:45:51 PM
@irrelevant So glad you got your problems fixed! I only ever had 1 problem at the blacksmith and that was the cap on "something" preventing further work. But as you did I simply upped all the relevant limits and it went away. I too have given up on a tailor.

I'm thinking of waiting for ROTP beta 2 but will probably continue to play beta 1 all the same.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 08:04:23 PM
Really enjoying this little mod, basic as it is. The conditions are a challenge.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 28, 2019, 08:18:15 PM
nice. the look will change a lot with the buildings :)
about the other mod... did you put ahead of the list ?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 08:22:35 PM
Quote from: RedKetchup on August 28, 2019, 08:18:15 PM
nice. the look will change a lot with the buildings :)
about the other mod... did you put ahead of the list ?
Thanks. Looking forward to more RK goodies.

Yes, I put No More Seeds at the top.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 28, 2019, 08:26:09 PM
pretty sure it is not good anymore to do it. it is an old mod dating before the new flags.
you need a more recent :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 28, 2019, 08:40:37 PM
I don't think there is one  :(
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 29, 2019, 06:38:37 PM
Just killing time, waiting for Beta 2  :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 30, 2019, 05:44:09 AM
Beta 1.1? ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 30, 2019, 08:26:37 AM
Some summer meadow porn for you :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 30, 2019, 09:46:59 AM
@RedKetchup the herbalist seems fine, produces herbs as in vanilla. As with other producers brought in from vanilla for your Beta, the production panel needs to be expanded to account for the large number of different items collected.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 30, 2019, 01:34:08 PM
the fodder grass seems to respawn well now
maybe i should lower the flowers though
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 30, 2019, 01:43:04 PM
Quote from: RedKetchup on August 30, 2019, 01:34:08 PM
the fodder grass seems to respawn well now
maybe i should lower the flowers though
I love the way they look, but I have 500 of them in each of two TPs. It depends on whether you will have a use for them or not. Don't change the cotton or flax, though.

I haven't noticed fodder/thatch respawning at all.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: JM on August 30, 2019, 11:25:22 PM
After collecting almost all, the trees grow enormously and cover everything underneath them, even beyond the forester circuit. Small houses and other small objects surrounded by trees are difficult to see. The picture shows three more hidden beduin houses. If I didn't know they were there, I wouldn't find them. It might be worth trying to make vegetation less dense, at least in harsh climate.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 31, 2019, 09:01:11 AM
wow
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on August 31, 2019, 05:19:19 PM
Here's how you do your farming in this hot, arid landscape.

Image 1: We've got a pumpkin field here; it's Summer, and planting is complete. But look at the yield, compare with the yield of the corn field down below. Not promising at all. What's going on? Turns out that vanilla pumpkins will grow only if the temperature is between 40F and 80F, while vanilla corn grows between 45F and 95F. Be sure to have a look at this thread here in order to understand what to expect from different field crops: http://worldofbanished.com/index.php?topic=353.0

You'll notice that I've fired this field's farmer. That's because once the crop is planted, nothing he does after that means anything until he starts harvesting. And harvesting is what we do not want him to do.

Image 2: by Late Summer the corn is progressing decently towards maturity, while the pumpkins have not budged at all. It's because the temperature has never dropped below 80F.

Image 3: here you see Early Autumn, and the corn harvest is under way. The pumpkins have ticked up a bit, but if you had left the farmer working there the harvest would be underway there as well, and you would get 100-200 pumpkins for your trouble.

Image 4: by Autumn the temperature has dropped and the pumpkins are starting to grow.

Image 5: Late Autumn, and now the pumpkins are ready. The corn harvest is done, sorry I didn't think to show the yield, but that field has produced over 1000 corn every year, year in year out.

Image 6: no sense messing around, put as many farmers in that field as you can spare from other jobs. Here I'm putting on 6 farmers....

Image 7: ....and in a jiffy they have brought in a full harvest. Now fire five of those farmers, and you are ready for next year.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Okiepat on August 31, 2019, 06:24:31 PM
I saw that chart and the one for the various temperature range for the climates early on when I was rooting through the various forums for tips. I now play with a Mediterranean Climate (no snow); all the plants will grow within its temperature range. I place 15x15 fields with two workers and have consistent yields of over 1500 per field, every year. If I don't have any projects going I turn off (on?) Pickup and have the laborers bring in the harvest. The first few years are slow because of the limited workforce (the first building I build is the school), but once the kids start becoming laborers, then the city starts to grow and take shape. Once I'm better at the game I may try different settings but for now, this works for me.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on August 31, 2019, 10:47:33 PM
i will probably have to edit those range numbers to make it work better. i know that supposely too hot but ... citizens still need to eat.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: JM on September 01, 2019, 01:29:49 AM
1. Snow!
2. Jungle eats my settlement :)

Vegetation is very FPS-expensive. In the north-east corner of the map FPS drops from 25 to 5.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 01, 2019, 03:20:08 AM
which climate you did choose ?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 01, 2019, 03:38:30 AM
Quote from: RedKetchup on August 31, 2019, 10:47:33 PM
i will probably have to edit those range numbers to make it work better. i know that supposely too hot but ... citizens still need to eat.
Well, I wouldn't really expect to find pumpkins growing in ancient Egypt anyway ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 01, 2019, 04:09:12 AM
Quote from: irrelevant on September 01, 2019, 03:38:30 AM
Quote from: RedKetchup on August 31, 2019, 10:47:33 PM
i will probably have to edit those range numbers to make it work better. i know that supposely too hot but ... citizens still need to eat.
Well, I wouldn't really expect to find pumpkins growing in ancient Egypt anyway ;)

when i ll be there, you wont start with pumpkins ^^
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: JM on September 01, 2019, 04:34:38 AM
Quote from: RedKetchup on September 01, 2019, 03:20:08 AM
which climate you did choose ?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 01, 2019, 10:44:53 AM
thanks you. that is strange we get to 0 C...

the data for harsh =

   // base range for temperature over the year
   float _baseTemperature = 80.0;
   float _temperatureRange = 30.0;
   float _temperatureTolerance = 6.0;

so range is 50F to 110F +-6F
not sure why you ve got to 32F(0C)

i can maybe add 5F and hoping it only go down to 37F ??
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: JM on September 01, 2019, 11:47:31 AM
I watched it, zero was there for quite a long time, tens of seconds at a speed of 10x and then the temperature went up. It did not fall below zero.
Could this be caused by another mod?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 01, 2019, 12:04:41 PM
Quote from: JM on September 01, 2019, 11:47:31 AM

Could this be caused by another mod?

only in 1 case, if that mod is ahead of the list, on top of RotP
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Kristahfer on September 01, 2019, 03:09:34 PM
@JM , You show "NewDebug" in your ModManager listing. Out of curiosity where did you get that mod? I only have the "Debug"?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on September 01, 2019, 06:04:56 PM
NewDebug is RedKetchup's version. It puts the Debug tool on the main toolbar with the Time Controls to the left of it. Here's a copy of it.

Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Kristahfer on September 02, 2019, 07:24:33 AM
Thank you @MarkAnthony for the mod.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: elana on September 02, 2019, 11:20:57 AM
I'm considering helping with the play testing.  What is 'fake demolish to make room?  Any tips to get started?  - Isis over for now
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on September 02, 2019, 12:12:41 PM
Doing a "fake demolish" is generally done to homes for the most part to force your Villagers to relocate and pair up with someone else. All it is is using the Remove Structure tool (or a destroy/upgrade button on the building's UI if any) and then reclaiming it some time afterwards.

If you set a home for destruction and have zero builders assigned, that home will remain in a state of "under construction" and nothing will happen to it. This gives you time to stall until you need the home for someone. But if you ever re-assign builders, then that home can be destroyed if you are not watching over it.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: elana on September 02, 2019, 01:20:36 PM
Ah  I do this alot - never heard it called as you did.   :)  tHX for replying.  I call this technique 'moving day.'
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 04, 2019, 07:50:33 AM
@RedKetchup what food group is honey in for this mod? Are any of the wild food items "grain"?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 04, 2019, 07:51:18 AM
Quote from: elana on September 02, 2019, 01:20:36 PM
Ah  I do this alot - never heard it called as you did.   :)  tHX for replying.  I call this technique 'moving day.'
Moving day, I like that. ;D
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 04, 2019, 10:32:25 AM
Quote from: irrelevant on September 04, 2019, 07:50:33 AM
@RedKetchup what food group is honey in for this mod?

honey is : Edible | Grain only.

Quote from: irrelevant on September 04, 2019, 07:50:33 AM
Are any of the wild food items "grain"?


Wild Oat spawns that gives generic Oat resource.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 04, 2019, 04:06:21 PM
@RedKetchup thank you!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 04, 2019, 05:29:32 PM
The "Collect Wild Food" button will not highlight honey or juniper berries for collection. You must hit them with the "Remove Resources" button. Also, it would be nice to have a "Collect Dead Wood" button, as in RKEC. Here you must use "Collect Wild Things", which if you drag over an area large enough to encompass a few dead wood, will also highlight lots of other stuff for collection.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 05, 2019, 10:58:01 AM
thanks , gonna check that. about deadwood... i didnt took decision what i ll do with it. it has been added cause it was in rkec and i copied over a lot of things in a pack
deadwood as has been drawn... dont fit well.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 05, 2019, 01:28:27 PM
@RedKetchup yeah, they probably should be scrubbier or palm-ier ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Okiepat on September 05, 2019, 06:43:34 PM
Maybe dead bush or tumbleweed looking. Or have the deadwood look like dried palm fronds that have fallen from the trees.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Kristahfer on September 05, 2019, 09:13:53 PM
Speaking to earlier post by @irrelevant on "Collect Deadwood" sounds rather interesting however I can see some possible issues. Maybe a single "Show All" option that would show a count of each of the majority collectables. Then the users could use the individual collect options. This would really increase ability to micro manage game play.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 05:38:30 PM
Started a new town with Beta 2. I wanted to do Jack and Jill so I stole @Nilla 's good idea of using @kid1293 's "Tiny" and "Forest Outpost"

Stockpile, Tiny Barn. Got the blacksmith working in Spring 2, had to stop in the middle and build a hut to insure they did not freeze in some freak cold snap. Made 6 stone tools. Gotta have some tools, no matter how bad they are. I'm on an island with absolutely no copper ore, so I also had to build a bridge.

Now I'm making bronze. @RedKetchup Assigned two blacksmiths to speed things along, but only one will work, the other idles endlessly, or does laborer stuff.

Spring 3 got enough mats for a school and four more bronze tools. The child is four, no sweat.

Can go for a long time with no gatherer and no chopper.

Whenever I find one of those honey-stumps, it immediately gets top priority.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 08:11:04 PM
Got the third family coming up. Time for a mud pit  :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 08:32:06 PM
@RedKetchup Although I have plenty of bronze in stock, the blacksmith absolutely will not make bronze tools.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 12, 2019, 08:39:45 PM
Quote from: irrelevant on September 12, 2019, 05:38:30 PM

Now I'm making bronze. @RedKetchup Assigned two blacksmiths to speed things along, but only one will work, the other idles endlessly, or does laborer stuff.

the thing with workers working... they need a dummy free to go stand there. the vanilla blacksmith was been made by Luke and he didnt planned to add more than just 1 spot for 1 worker, 1 dummy. so even if we add + 2 _+3 blacksmith, if they dont have a proper dummy , they will idle till the only 1 spot is free for someone.
my BS i am making will have more than just 1 blacksmith standing dummy. the name of those dummy are use_00x (use_001, use_002, use_003....)

i dunno if it makes sense.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on September 12, 2019, 08:48:48 PM
Quote from: irrelevant on September 12, 2019, 08:32:06 PM
@RedKetchup Although I have plenty of bronze in stock, the blacksmith absolutely will not make bronze tools.
Sounds like something I've mentioned before a couple of times... just sayin'   :-X

JM was the one who discovered the recipe was wrong, just make sure you have Tin and Copper in stock and he will make the Bronze Tools; for now you do not actually need Bronze to make Bronze Tools because of the recipe mistake.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 08:50:03 PM
Yes, I think I understand, although now I just have one worker assigned. It was making tin out of ore just fine, and then making bronze right before this, but will not make bronze tools. Even tried shutting it down and fake demolishing to clear out the inventory, but it will not pick up bronze.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 08:51:01 PM
Quote from: MarkAnthony on September 12, 2019, 08:48:48 PM
Sounds like something I've mentioned before a couple of times... just sayin'   :-X
I know, I was thinking of that.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 12, 2019, 08:54:40 PM
Hm, guess I'll need to make some copper. That's for tomorrow. Time for bed now.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 13, 2019, 06:11:42 PM
Yep, Copper+Tin+Log=2 Bronze tools

The mud houses are beautiful. And the small market is perfect.

The forester here is planting appropriate trees, not pines and maples!

Really look forward to more of this mod.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 13, 2019, 07:16:06 PM
effectively, it looks awesome :)
when some buildings will be replaced....
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 13, 2019, 09:09:31 PM
Looking forward to that!

Five years later, finally making coats. I think it would be appropriate to this climate to be able to make light clothing using just a blend of cloth and linen, 1 cloth+1 linen=2 light coats or robes. Making coats out of furs here makes me itchy!  ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Nilla on September 13, 2019, 11:52:55 PM
I see you are using my "strategy"; to hide the not so fitting buildings in the forest. ;) But you need so little logs, so I have no forester. But I´m glad that he plants the proper trees if I will need one in the future.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 14, 2019, 06:29:16 AM
That was not a deliberate choice, it just happens!  ;)  When I built that forester, that was where he needed to be.

All those trees do hide the fact that I tore down the hunter I had built. First time ever I think, I built a hunter that in three years did not find a single critter. Put a tailor on that spot and built a replacement hunter farther out.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Nilla on September 14, 2019, 09:34:05 AM
I don´t know what size of map you are using, but I have seen that especially on smaller maps, these RKED gems may be over hunted in periods, no matter where you place your hunter´s lodge. Although it´s better on larger maps, you may see a little of it there, too.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 14, 2019, 06:01:34 PM
I nearly always play on large maps, but this hunting cabin never found a single animal in three years, not even with two hunters.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 14, 2019, 06:41:26 PM
I wanted an obelisk, so I figured, "Go big or stay home."  ;D Gives a nice vertical dimension to this compact little town.

I expect when it comes time for a second village, I'll go across the river into that fodder field.

I like @kid1293's Tiny Hunter with it's storage capability.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 14, 2019, 09:40:41 PM
@RedKetchup my guys do some of their idling at the obelisk, I assume it gives some happiness?
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 15, 2019, 02:05:40 AM
yeah i think :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 15, 2019, 07:51:21 AM
Quote from: irrelevant on September 13, 2019, 09:09:31 PM
I think it would be appropriate to this climate to be able to make light clothing using just a blend of cloth and linen, 1 cloth+1 linen=2 light coats or robes.
Derp! I just noticed that 2 Linen or 2 Cotton=2 Hide Coats!  :-[
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: MarkAnthony on September 15, 2019, 08:04:25 AM
Quote from: irrelevant on September 15, 2019, 07:51:21 AM

Derp! I just noticed that 2 Linen or 2 Cotton=2 Hide Coats!  :-[
LOL -- better stock up on water and keep them hydrated because they're gonna be sweating a lot!   ;D
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 15, 2019, 08:49:18 AM
Yeah, they don't really need coats at all, but they are excellent for trade.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 20, 2019, 10:30:29 PM
@RedKetchup for Beta 3, please add flax seeds and/or cotton seeds as a trade item.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Nilla on September 21, 2019, 12:37:52 AM
I see @irrelevant, that you´re Egyptians made the trip oversea and back bringing corn seeds with them. ;)

As I played my Egyptian game, I tried to make it as realistic Egyptian bronze age as I could; choosing crops that at least would have been known to that time, although I´m not so sure that they really grew cabbage. I googled cotton in ancient Egypt because I also had the patches from @kid1293 loaded, that has cotton. I´m not sure but it looks like cotton is a domestic plant in Egypt but wasn´t cultivated to that time. So using it the way we can now; picking it where it grows might be right. So, @RedKetchup if you want to make it historically correct; no cotton seeds but flax seeds. They grew flax for textiles, at least Uncle Google says so. But I have very little knowledge about ancient history, so someone else here on WOB might know better.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: taniu on September 21, 2019, 02:18:46 AM
@ Nilla :D :D If you want to learn about ancient Egypt - I described a lot of interesting threads about life, construction and even what children and adults had fun - I divided the extensive topic into stages and sent it all to @ RedKetchup - the topic is in another section "Work in Progress: Rise of the Pharaoh [Mod] Discussion. " p. 15.16 from @ "taniu". Regards
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 21, 2019, 12:58:46 PM
Now that I think about it, this mod already has flax seeds. But I'm using @kid293 tiny TP, which I expect is what controls what the merchants bring. I do remember farming flax in an earlier Egyptian town.

And you're right @Nilla  there's plenty of cotton and flax growing wild. Two tailors is barely enough in this small town to turn all the available RMs into coats for trade..
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Nilla on September 22, 2019, 01:02:50 AM
I´ve noticed, too that merchants at the small TP from Kid´s Tiny mod are a bit different, sometimes not bringing all goods, sometimes just a different collection, compared to vanilla merchants. It was even that way in my last game where I used only his mod.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 23, 2019, 04:31:15 PM
Really would like to buy some flax seeds, so I built a regular TP, since @kid1293 Tiny TP was not bringing them. Alas, the regular TP does not have flax seeds available either. The merchants must get locked into what products they have available to buy based on the first TP that the merchant visits.  :(

Notice that the apple seeds, cabbage seeds, and pear seeds appear to be the graphic for flax. Something odd going on here for sure, in the interaction between these two mods. I definitely have ROTP on top in the mod list. The seed merchants from @kid1293 Tiny TP and from the regular TP bring identical offerings.

Also, I bought wheat seeds, but they are not available for planting. I do have apple seeds though, which I'm pretty sure I did not buy. I'll try again.

eta: well, I must have been looking at the TP panel crosseyed, bought apple seeds and thought they were wheat, cause now I have wheat seeds for real.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 23, 2019, 06:06:37 PM
Overview of this slow-growing town.

Two Eqyptian Small Markets are easily providing for everyone's needs. I do the school-closing trick every time a new family forms, as my girls are all still hooking up as students, far outnumbered by the boys.

I sure am looking forward to being able to build Egyptian smiths, tailors, and schools to go along with these pretty houses, barns, and markets! ;) :D The vanilla buildings look especially clunky here in the midst of all of this @RedKetchup elegance!
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: Nilla on September 24, 2019, 12:51:16 AM
I noticed too that there are two types of flax when you´re using RKRoPh and Kid´s Tiny together. You can´t use the one with the blue flower sign at the RK buildings, I bought some just to test it. There´s been some trouble with different definitions of flax a long time. I think there´s somewhere a mod that makes flax=flax but I´m, sure others know better the name and where to find it.

I don´t think the first TP you build defines what´s brought to the next. I built first a small Kid Tiny port then a large vanilla port in both my last game and I´m sure the merchants brought different things. But there´s something odd going on at your TP with the symbols, that´s for sure. I didn´t notice anything like that but I can´t say I looked carefully enough to see.
Quote from: irrelevant on September 23, 2019, 06:06:37 PM
I sure am looking forward to being able to build Egyptian smiths, tailors, and schools to go along with these pretty houses, barns, and markets! ;) :D The vanilla buildings look especially clunky here in the midst of all of this @RedKetchup elegance!

Agree! That´s why I tried to hide these buildings in the dense forest. ;)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on September 24, 2019, 06:03:38 AM
sorry but there is no easy fix to flax. the Flax patch was made by Necora to merge his flax with CC flax.KID uses Tandys flax,totally different. RED's flax is like CC's. thou it is not labeled, you have a wild and a domestic versio of flax. the processing is different for them.some flax is used to make linen and then the linen is ade into coats.the other skips the linen step. end results and amount of flax is the same or close enough.1 way is a 2 step process and requires more work time.

     the Pharaoh mod is still in development. you hve a mixture of stuff that has been replaced and others that are set to be replaced.

     
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 24, 2019, 06:16:52 PM
The Large Market is beautiful! However.....

It doesn't seem to stock textiles, copper, or tin. That makes it useless as a manufacturing hub. I'd like it better if it was more multi-purpose.

Also, the Tavern has a problem here.....

Quote from: brads3 on September 24, 2019, 06:03:38 AM
     the Pharaoh mod is still in development. you hve a mixture of stuff that has been replaced and others that are set to be replaced.
Yes, I know, just pointing things out.... :)
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on September 24, 2019, 06:54:04 PM
would you prefer a market that stocks just industrial or goods to be processed instead of them all being in 1 market with the food and firewood?
remember if you mix all those items into 1 market ,you will have less of that space for food.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 25, 2019, 06:00:03 AM
Quote from: brads3 on September 24, 2019, 06:54:04 PM
would you prefer a market that stocks just industrial or goods to be processed instead of them all being in 1 market with the food and firewood?
remember if you mix all those items into 1 market ,you will have less of that space for food.
Why not both?  :)

Seriously, a vanilla market has a cap of 14,000 weight IIRC, and it stores 27 logs (297 wt), 18 iron (450 wt), 20 wool and 20 leather (400 wt). This is less than 10% of its total storage, and it is enough to keep a tailor and a blacksmith busy.

The specialized markets are nice too, although I find that a single one of them can sometimes suck up every resource on the map (especially early, when you build the first one), and I might not want to have it all in the same spot.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: brads3 on September 25, 2019, 08:51:48 AM
copper and tin are another limit flag. from what we see in game is if it is set to store all flags, the vendor is busy trying to locate and move the extra flags. hence he moves and stores less food. with the nubers you stated, the vendor would be busy enough trying to keep a blacksmith supplied. each time the smith takes goods,the vendor changes back to stocking the logs and iron thus he will store less food and firewood.RED's carts supply the blacksmith and taiors.

     having said that,markets can be funny. not all act the same. there seems to be a correlation to how they are coded. if the food % was set 1st and then the other %s after in the coding, it is possable the vendor would load the food 1st. a modder would have to pay with that and try it different ways. not all vendors act the same as others. soething in the coding does gove them different personalities.

     DS had a market that was 2 pieces. 1 was the main food and supply market and the other supplied the logs and other items that needed processed. you would need 2 vendors.  something like that might work well.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: irrelevant on September 25, 2019, 05:42:41 PM
Quote from: brads3 on September 25, 2019, 08:51:48 AM
copper and tin are another limit flag. from what we see in game is if it is set to store all flags, the vendor is busy trying to locate and move the extra flags. hence he moves and stores less food. with the nubers you stated, the vendor would be busy enough trying to keep a blacksmith supplied. each time the smith takes goods,the vendor changes back to stocking the logs and iron thus he will store less food and firewood.RED's carts supply the blacksmith and taiors.
And that's why you can put up to 25 vendors at a single vanilla market. I've done this countless times and never had any issues with it. Some markets have supported two tailors, two smiths, a woodcutter, and 3 or 4 breweries.
Title: Re: RK Rise of the Pharaoh Beta 1 testing
Post by: RedKetchup on September 26, 2019, 04:24:39 AM
it is possible the market has same code as rk market. about flax and cotton, no seeds was intended for the moment. i need to think about it. there will certainly have flax seeds... not sure about cotton, probably, but at higher prices like all the other country stuff will be higher.