World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on June 23, 2017, 08:32:48 AM

Title: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 23, 2017, 08:32:48 AM
    not sure where to put these.NILLA sent me on an excursion.the attempts to use the NORTH mod would most likely fail. the 1/07 compatibility mod would not overcome the many differences between CC and the NORTH mods.they were not the only failed attempts.

  mods added:brads smoke shed,KIDS houseboats,EB canals,NECORA crystal cliffs,sherbrooke,updated pine and riffle,and the NORTH.turned off several nordic mods.

   this will probably FAIL. it is 90% chance of FAIL.this should only be attempted by advanced players.the NORTH plays at 1.06 and has changed much of the game. most likely there WILL be glitches in the iron chain.this is a foolish test.testing too many mods added together can cause problems.finding those issues and fixing the order will be near impossable.in the case of the NORTH,i wouldn't even look for them.i have tested it with CC and know of several issue points.will the new CC 1.07 compatable mod solve any???i think this is NILLA'S idea of a joke.even TOM SAWYER shakes his head at such a crazy insane attempt.
   

map: MAINE not quite to canada but close.nordic valleys,CC very large,mild,medium.
note under the north "mild"is canada.to get to a tempoerate climate i normally up the setting.

<<<<<<<<<<<<<<<<<<<<TEST 1 cc ABOVE THE NORTH

    i have way more icons.if you have a nordic mod loaded plus the NORTH,you will get a tiny icon between others. a glitch from the game trying to load the same thing twice.one thing i notice the NORTH has brought with it,the mini map window has options.the small is smaller than normal and the medium is a tad too large.be nice to have an option between the 2 or the smaller to be larger than it is.we also have weird looking circle things on the map. i think it might be iron bloom covered in snow.we also have blank tagged icons to the professions window.the color of vanilla buildings have a darker texture. i have not seen any beaver lodges here this far north either.trapping may be affected with the mod changes.as i pan around the map i have noticed bird nests for eggs but no traps.

    before i say anything else i should add a note:with CC above some buidings may override the NORTH'S if the have the same name in the coding.i see no blacksmith or bakery changes.we no longer have the red nordic wooden houses. we have 1 set of north cabins without grass covered roofs,and several that are.gras covered but require no thatch. bannies  collect "bloom" it is collected as iron ore.
   
  to test, we built the charcoal and bloomery.as suspected this test fails. the worker carries charcoal back and forth. the bloomery does nothing with CC.at least we did not fatal error out.the pit and bloomery are disabled.our north tailor works the same way,carrying leather back and forth but doin nothing else. it is broken.
<<<<<<<<<<<<<<<<<<<<TEST 2 CC below the north.

    with the NORTH above CC.i lose the pine and thatch mods at start.there is no meadows.how much other items would be missing??? fatal error occurs trying to clear iron bloom.

  thatch is still required to build fenced pastures.starting with a village setting,the barns are fulll and the pile is over 80%.where are we to put stuff as we clear land?? ok,i guess the homes are empty as everyone runs to stock those up.we start with 5 seeds,2 grain and 3 veggy.shouldn't 1 be fruit if we are starting so well stocked?? chicken run seems to have a max at 11x11.before more land can be cleared our pile fills quickly.
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     i do like the darker textures.makes the buildings look more rustic.the stone texture looks good. the way iron bloom functions is a neat alternative though with CC it will not function. the brightness of the green doesn't fit such a cold climate.it also bothers my eyes. on the mini map the hills make the small version very hard to read.overall the north is a good alternate way to play banished. it brings different challenges.TOM continues to add to this and adjust it.
     though i could continue and workaround the bloom issue with CC above,i do have concerns. from past experience,there will be more glitches. the crayfish never seem to give a good output.with the new flag limits,i suspect the iron ore will cause a fatal error at some point.the tailor having problems makes me think more buildings are affected as well.

pic 1:start with CC above the north
pic 2:stone and iron textures
pic 3: iron is tagged as iron ore not bloom,
pic 4 the bloomery test fail.

Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: RedKetchup on June 23, 2017, 08:35:39 AM
what are those ugly thing on the ground in the 2nd picture ? poop for some kind of gigantic animal ... ?
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 23, 2017, 08:59:37 AM
<<<<<<<<<<<<<<TEST #3 NORTH mod disabled>>>>>>>>>>>>>>>>>>>>>>>

              mods: turned north back off and the nordic mods on.moved EB canal mod up in that group.moved the  FO up in KID'S group. those sould help icon issues.

  map settings:Ollis,192629059,cold valleys,very large,mild,medium.

objective:test the new pine mod upgrades.

   the QUEEN has requested that we go north and explore more of this land.the 1st 2 expeditions went way to "THE NORTH". one was abandoned due to conflicting opinions on clothing and use of iron. the other was never heard from again.
    i hope she likes it in the dark cause this map is very bleak.guess we will have to hunt as i don't think much will grow without sunlight.it is also very windy here.
     there is 18 of us.we send out a trout fisherman and a quick hunter.an area to the north is located for a gathering hut,herbalist,and deer cabin.since 1 of our foresters has apple seedlings,he will start planting apple trees.to conserve our iron,we opt for IZBA houses.
     2 houses are completed by winter.as the workers clear ground for construction,they have found little food.though we hoped the sun would come out more in summer,it did not.
     the pine blacksmith can't make tools since we have no pine materials.the only option he offers is for iron.we will need our mini BS to make stone tools for the moment.
     one of the few complaints i have with NECORA'S mods is the scales. some buildings look smaller than they should.it is like we have a mini option then a jump to a huge option with the sherbrooke set.i do see some buildings have been scaled up. the pine tailor and school seem small still. the larger sized buildings also require lumber and iron to build. not a major issue but does take time to build to that level.
   is it my eyes or is the NORTH mod still making the textures darker to the vanilla huts and barn??it was disabled but not removed from the folder.
   
   to help our food stocks,1 2nd gatherer is added to the hut.workers will also clear stone near the buildings.while the workers are busy keeping our log count up,the builder constructed a bridge to gain access to more land and supplies.
   though we don't need water i did run a test on EB's canal.with us so close to the water level,we didn't have to dig down very deep.we threw boards over the hole so children don't fall in and we have a nice pump and collecting tank.if we need more water we can opt for a bigger pumphouse.

    hmm,we have an issue. the apple orchard is CC trees not NECORA's.we have a crate of apples and nobody picks it up.the gatherers have carried logs several times to the pine storage.quite strange. please note this mod is untested and more of a beta version.NECORA started to run tests and then left town due to his employment.biggest issue is the gathering hut seems to be broken and will not collect food no longer.what food the 2 gatherers carry and deliver does not count to the gathering huts's total.since this will make us short on food a pine vanilla gatherer is built.in the meantime,workers are sent across the bridge in search of food.the 2nd gatherer is sent to hunt.the gatherer runs across the bridge and works as a laborer.
definetly a weird glitch.i am not running any of the patches with the pine mod. to my understanding those deal with flax issues.NECORA'S mod is shutting down a CC chain.
   with the pine vanilla gatherer built and the worker switched,at least food is gathered again.however,no apples are collected and the gatherer seems slow to collect any food.a maple gatherer cache is built.
sadly the maple gatherer goes idle instantly with no maple forest.i did double check the apples and they can be collected as wild food.no gathering hut seems to pick them up though. by rights the vanilla gatherer should have harvested the apples since the orchard forests are part of the CC mod.this is bizarre.

    reluctantly the 3rd test of heading north has failed. it is a miserable fail of the reknowned pine mod.the hopes of the gathering abilities have been shattered. i did debug and add the FO gatherer as well. he did not collect the aples but seemed busier than the other gatherers.he constantly ran around collecting roots,mushrooms,and onions.this fail makes me shake my head and stare at the screen. even if the coding is worded different between NECORA'S mods and CC,the CC parts should function with each other. they do not. i don't use the CC orchard foresters often.it was just odd luck that i tried them with this map.it made sence with the cold-valley map to not use crops and use gathering and hunting instead.the oine mod is too big and brings lots to the game. it definetly deserves more tests.as odd as this error is it is a tiny error compared to the good NECORA has brought to the game.do not take my wording as an attack against the mod,it is more to show how stunned i was by the error.

pic 1:forest area
pic 2: pine valley
pic 3: EB's canal well
pic 4: apple problem shows worker walking by the apple crate. the vanilla gathering hut numbers are frozen. he is now acting as a laborer.
pic 5: pine set vanilla cache and maple cache added.note the low numbers of the vanilla cache. the FO did much better when i tested it.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 23, 2017, 09:01:27 AM
LOL RED. noo that is TOM's iron bloom that he uses instead of iron ore.it is why the NORTH and CC don't work together.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: RedKetchup on June 23, 2017, 09:28:55 AM
Quote from: brads3 on June 23, 2017, 09:01:27 AM
LOL RED. noo that is TOM's iron bloom that he uses instead of iron ore.

....................
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 23, 2017, 11:18:21 AM
Looking at your picture of the well and the reservoir.

Did you noticed a graphical glitch. It seems if the reservoir is put down first it is way too dark. Then if another piece of the irrigation system (Not all, just some) is dragged closed to the reservoir it changes to the correct color.

Paeng notified me of that bug and I was able to reproduce it. I build a complete new one and it does the same.  :o

I think because I needed the height, width etc of the channel pieces to connect to the reservoir I imported the 2x channel mesh as a guide in my reservoir scene. It looks like the AO is merged with it and screw somehow my reservoir up.



Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 23, 2017, 11:48:56 AM
no,but i built the resevoir last.i would have opted for a darker texture for the set.a darker,rustic loook would fit some places better.if anyone asks i will tell them the builder scraped all the old bark off before he built the well.i wondered how you would like that i built it in the middle and didn't connect it to the river.it was an experiment.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 23, 2017, 12:09:51 PM
It was your suggestion to add a Well Pump so not have to connect to a river or lake so it does make sense to use it that way :)


Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 23, 2017, 02:32:18 PM
@brads3

By looking at the pump and reservoir again. What piece did you use as the pump?
Looks like a ghosted piece to fit the NMT canals. So some is hidden below the ground.

Seems you play with only the Above ground Irrigation?

The other two have a real well pump piece to place anywhere. In a later update I will add those pieces to above ground as well.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 23, 2017, 03:02:49 PM
i loaded and started this map while you were upgrading to another set.LOL. yes that pump is not designed for what i did. you caught me.i did say the builder placed wood over the hole so nobody fell in.hahhaha. that game didn't go far anyhow with the apple gathering conflicts.NILLA sent me to pull my hair out and scratch my head.think i am on the 4th test.2 that showed the north failed with CC. and then 2 with the pine set mods.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 23, 2017, 03:24:12 PM
Ah, I see.

It did not look that bad though.

The other sets have a so called well pump what is below ground and then add connectors to connect to above ground system.

I am in process of redoing some of the Above ground set while also working on the natural channels and will add a start well to that set as well.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: Tom Sawyer on June 23, 2017, 11:59:57 PM
Quote from: RedKetchup on June 23, 2017, 09:28:55 AM
Quote from: brads3 on June 23, 2017, 09:01:27 AM
LOL RED. noo that is TOM's iron bloom that he uses instead of iron ore.

....................


These spots are bog iron as mentioned in the gathering toolbar. Bloom is made by the bloomery.

I agree that it can get a reworked model which looks not like this but hard to make. It has to be reddish-brown stuff. We talked about it. The really ugly spots on the right in this picture are caused by the cc overwrite which makes them spawning at slopes. Normally they only spawn on lowland where they are partly hidden in the ground.

The problem of the terrain color I noticed too for some time at another laptop with glare display. It was extremely green there. On my non-glare display where it was made it looks perfectly in my opinion. I will reduce the saturation. Looks too gray on my screen but has to be a better compromise.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: Nilla on June 24, 2017, 02:21:49 AM
Finally got some time to look what you guys are doing. As usual; @brads3 experimenting with his many mods. What's wrong about playing with 5 mods at the time? Why not leave CC for one game?

Anyhow; I wish you luck in your Nordic surroundings. and......

NEVER FORGET TO LOOK AT YOUR FOOD PRODUCTION. NEVER LET PRODUCTION GET LOWER THAN CONSUMTION!
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 24, 2017, 07:40:18 AM
5 MODS????i wouldn't know how to play it with so few. that sounds scary.the way the mod order is it could take 3 days to turn just the CC off. the main reason for the CC is all the crop seeds.if i turn it off, then all the other mods that have seeds and crops could be affected and conflict with each other.it might sound good but would it work??
  since you quit on me,NILLA. i do need to get NECORA'S mods tested.it has not been smoothe eitherit has gotten better so i can continue.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 24, 2017, 07:43:16 AM
TEST #4<<<<<<<<<<<

    i should have said things about the mod that were good or different.the way NECORA has the gathering set at start is not overpowering.i did notice beaver lodges seemed to appear later.i assume the other traps,bird nests,,and other items will appear more as the game goes on.i also should reread some of BT's posts about what appears where. that might explain the lack of fruit i have had lately.on some of the bigger mods a text file of what all the mod brings or changes would be helpful.looking it up is not foolproof since some of the older mods are hard to find.plus tidbit help info is more in the development posts than in the end write ups.
 
      i hope the QUEEN is enjoying her nice castle while us workers struggle to explore this land.this is TEST #4.

mods:the NORTH removed from WINDATA folder.added brads smoke shed,KIDS houseboats,EB canals,NECORA crystal cliffs,sherbrooke,updated pine and riffle.

map:Berryton,388164307,lake waters,very lage,mild,medium. i wanted fishing to back up the food.this map is more lakes than what i wanted though.

objective:test NECORA'S mods.

        in order to test it quickly,a maple forest,hunter,maple forager,and trapper are built.a quick hunter and fisherman are sent to get a food supply started.just to be safe,a field of wheat is planted.i was impressed by the workers.they seem to be super fast today.the buildings go up quick.
      the various pine workers seem to help each other.the trapper and hunter help clear logs,stone,etc.
i will have to see if that continues more. it is an interesting adjustment to the mod.
      as frost covers the ground,our pine set has not produced much. the quick hunter took down several deer before being moved.good thing i had the  wheat field.
   issue #1: pine chopper lays down 2 in 1 spot and can not be removed.issue#2 gatherer seems to work as a laborer.the trapper also does this but jumps back and forth to working then gather resources. he never harvests anything.the hunter waunders around but there is no deer in the circle.ok,i let this run a bit to see what would happen. i figured the hunter would pick up if deer walked into the circle. the trapper i expect to pick up as items appear on the map later. the gatherer has collected some,though very little.
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       with the game paused at summer year 2,i need to do some reading.since NECORA is unavailable i will try to make sence of this situation.my understanding was the patch mods affect flax.since i don't use flax often i chose not to load it.i also wanted to run tests without it to see what would happen and then adjhust if i found glitches.i have not ran a debug test and checked traders or townhalls on any blank or double tags.i just jumped in without a lifejacket apparently.my understanding is the flora patch brings TANY"S flora mod into the game and ties it with the pine mod.i do not use TANY's mods. this computer has never allowed me see the pics of the mods.with CC,i have flax if needed.with KID's workplace, i have bees.
nothing against TANY,i try to limit some of the mods i use.with the new changes i have actually limited some mod sets.i only have 1 dock set now,the 1 included in  CC. i did have DS and NECORA'S before the 1.07 changes.
      though this pine flora patch affects the flora primarily,it does read that it affects the pine and vanilla trees at starts.NECORA'S last major writeup on the mod appeared to be fixes and adjustments needed.this write up is 6 days after the pine mod release.this write up does not say it needed the patches.it is posted after a release of the patches,however.NILLA was confused enough to send her and i both looking for an update to the pine mod after this.my assumption is the fixes in this write up are included in the latest pine mod we have.NECORA'S village blog is a test of his mods without CC.it also includes TANY's flora mod.
     i didn't mean to turn this into a long explanation.according to the numbers there is a delay of some items.the patch still bugs me. i scratch my head.how much does it affect the vanilla gatherers??
this line"This patch also adds Pine Set resources to the New Flora clear resources buttons." makes me go in circles.from my last test the apples were already working from the clear wildfood tool.but they did not get collected any other way.would this patch solve that issue???how much would this patch change the gathering numbers from the start?? that should be tested.
     for now,i pulled the numbers from here: http://worldofbanished.com/index.php?topic=1562.225
i am going to continue this map with the understanding that food may be harder to find than thought.the max delay seems to be 3years for furs from the trapper.let's see what the numbers are by year 5.
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    we have 2 laboreres and our oldest child is 8.we continue to build stocks.our mini shop now switches to making hidecoats.the chopper can keep cuttin firewood.with the wheat field and fisherman and hunter our food is about break even.
    pannig around the map,i do find beaver lodges,bird nests,and traps in fall of year 2.our trapper has finally went to work collecting some eggs.be advised there is a year delay to the mod.the forester did harvest some pelts as well.a worker actually havested fur in early winter of year 2.must be ravvit fu according to NECORA's chart.rabbit fur is set at .2 years.we do function without the patches.i gain confidence in the mod again.

pic 1:map start
pic 2:maple forest setup
pic 3:issues with pine workers
pic 4:pine items located.
pic 5:a laborer has collected rabbit fur.note the production of the pine mods.
pic 6:year 2 info,pine productions and inventoy
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 24, 2017, 08:56:16 AM
Why should turning CC off affect the other seeds/crops in other mods?

All what can happen if some modders only added the rawmaterial files and not the crop meshes the stuff will be bought from a trader instead of growing it yourself.

I am pretty sure besides maybe some old mods from the other forum that 99% of the crop rawmaterials names are the same as CC.

Okay, you maybe will miss some crops/fruit trees but RedKetchup is currently working on a whole bunch of crops. :)

All my mods have all the grow stuff except for the Barley and Sorghum but I will add those soon to Production Set 1 as the sources are in the Laboratory and I am pretty sure kralyerg won't mind I will be using the crop sources :)

With CC turned off you really can do a good test with the The North Mod.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 24, 2017, 10:17:15 AM
not sure it will but i am used to having the crops.not sure what crops i would or wouldn't have then.yield and seed costs might be affected as well.the biggest concern would be if there is any conflicts that the CC and 2 compatibile mods override and fix.that might mean playing with the mod order.that is always fun.i have tweaked the order constantly since changing over to the 1.07.i had to to fix some production issues and icon issues.i still have some concerns with the balance.the herbalists seem to produce less than i expect.there are so many it takes time to get a good test of each 1.
            KID's theme icon works if the load is a certain way. it seems to be picky.i have adjusted a few times and yet still lose the icon.i have adjusted your mods also to fix the icons for the canals.they aren't big deals since the mods seem to work either way.i prefer not to have to reshuffle 100 mods,though.LOL.
   i agree the normal way to run the north is to turn CC off.if i ignore the iron issues and don't build that part of the north then i could have ran with it.hard to say how long it would run without any other issues.
   i primarily wanted to get NECORA's mods tested.my understandings of the gathering abilities he adjusted are somewhat different than the way it has been working. it may be that i needed the pine flora patch.though i am still not convinced.i should run this test and then do a test with the patch as well.

       one of the reasons i do this blog and run different tests,is to help new players. give them a chance to see different pics of buildings and toolbars.also if i find glitches and issues,mayb i can save them the hassle by pulling my own hair out.the pine mod brings soo much to the game and combined with the thatch and fodder does make the player work and think differently.i do wish new players would give more feedback sometimes.they is too quiet and leaves me to wonder if i confuse them instead of helping.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 24, 2017, 10:56:44 AM
As for the Herbalist. The values are the same as Vanilla.

What probably happens is that mods what spawn other wild crops will probably take away from the total spawn space so less herbs spawn because of more items what spawn.

Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 24, 2017, 12:59:04 PM
that is possable.i didn't mean you herbalist,EB. i was talking in general.in fort settings i use the CC dock grower,so i don't know the others well enough to really compare them.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 24, 2017, 05:04:42 PM
YEAR 3 AND 4

   i did manage to get rid of the pine chopper.there were 3 on the 1 spot.the pine tailor is built next to test it.to keep the builder and laborer busy,a stonebridge is built across the river.now that our food is showing progress,the rocks can be cleared from the forest.
      needing more storage,we decide to build the emporium. it will use up most of our iron but will store a variety of items.i knew it would take logs and most food. it also takes thatch and the new textiles.it also has a huge capacity. an old mod but very useful and well made.i notice it has issues with the sap that is un-edible.the vendor carries it back and forth and is in a loop since he can't deliver it.he seems to put the sap away but only for a second or 2.i do have a issue with RED'S wheelbarrow mod. the vendor drags the wheel barrow away from the emporium but wheels it back.kinda weird way of moving it.it flops around behind him.
    the forester has harvested 48 sap along with his 245 logs.i note our mushrooms,roots,and onions are at 0.nobody has harvested other than the laborers.our forest is not thick yet so there should be all items in it.as i expand i might try a vanilla gatherer between a pine and maple forest to see how good the collection would be.again this may be an issue from not having a patch,i thought the gatherers were more universal now.i actually thought the maple gatherer would have collected the vanilla items at start while the maple forest got planted and some growth to it.not an issue really but different than i had thought.i guess on some things the bannies still do whatever they want.they still have minds of their own.

pic 1:pine production for year 3
pic 2: year 4 pine production.note the way the vendor carries the wheelbarrow.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: Nilla on June 25, 2017, 02:26:28 AM
Quote from: embx61 on June 24, 2017, 08:56:16 AM
Why should turning CC off affect the other seeds/crops in other mods?

I don't understand that either. OK you will have less crops to choose among but you don't use all of them anyway and even a vanilla game have several to choose among. But I know, you like to play with all your mod combinations and mod orders of. It's your thing, like the production numbers are mine and aesthetics @Paeng´s. Specialists on each our stuff. It's the way we are.  ;)

@Necora´s gatherers are all specialized on their stuff, so a maple gatherer will not bring much unless you put him in a maple forest. Even if the forest is full of onions and roots, he will not bend his back to pick one of them. What's changed from earlier versions, is that foresters also collect food and other resources, when it's located on the spot, where he wants to plant a tree. The same thing with laborers when they clear the ground.

And I have noticed too, that when the forest contains a lot of other things, the output of herbs gets less.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 25, 2017, 07:49:55 AM
WB,NILLA.where have you been?hopefully having some fun. now we can argue.my understanding is the way NECORA ment for the mod to work is all gatherers would be able to cross-collect.in other words a laborer could pick up the pine mod items while clearing for buildings and a maple gatherer would collect roots along with the maple forest items.a vanilla gatherer in the maple forest should still pick up apples plus the original items.this is why i was excited to see the update cause this gathering ability is the main part of the upgrade.
     now my concern is do we need the patch to make this ability work?i started to wonder that when i ran into a problem with the 1st pine mod test<3rd under this blog>.aand i am still not sure.i already tried to reread some of NECORA's notes for alll of may too. it left me still scratching my head. a laborer did find rabbit fur and he was not working in a pine mod forest at the time. according to the way i read the flora patch,if it was required he would not have done that.
    i understand what you are saying. the way you describe it it works almost as it did originally but with a very slight change. my understanding is the mod goes father and does 2 things. 1) it adds the pine mod items to the vanilla forests.not only trappable items like the furs but also apples and sap or pine boughs,etc. 2) it gave the ability to all to collect those items.not just the laborers while clearing land.
     since NECOA is unavailable,i am left with a riddle to figure out.i haven't panned far away from the center of the map to see what other items have appeared lately.i did find a chart with growth and spawn info. the max number was at 3 years to appear on the map.by now all items should be showing up. i did pan early but just enough to see that traps were starting to appear.
   
    my idea is to run this test and use it to test the various buildings and the lumber chain.it will give a good look at how quickly the forests produce.after this i should download the patch and try it again to see if there are differences.with the wheat field at least i have more than a can of beans while i scavenge the forest.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 25, 2017, 07:59:26 AM
YEAR 5-10

     the pine townhall and a double boardinghouse is built next.nobody wanted to remove clump of thatch and start stocking supplies for the townhall.finallly the trapper came way out of his area and did take care of it.A strange hiccup.even though it was prioritized, it took time to get it cleared.
   the pine forest progresses and supplies fruit.the forester checks traps and collects pelts along with his logs.
   with us stable and hopeful of nomads,now is a good time to get the pine school built.it is 1 of the tiny pine buildings and scalewise doesn't fit very well.

     year 8,5 nomads show up at our mini-townhall.work begins on the 2nd forest. a herbalist and a pine forest.complete with pine cabins,storage,and pine gatherer.next we will need to clear rocks for the pine forest.

you can see from the pics that the maple gathering has improved.

pic 1: year 5 inventory and gathering numbers.
pic 2:pine school on the left and the townhall on the right.
pic 3:shows the fullness and colors of the maple forest
pic 4:pine forest south of the maple.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 26, 2017, 06:22:15 AM
YEAR 10-12

      after 10 years,we have 2 forests.we have sap,pelts,and some fur in storage.we have grown to a population of 31.our school has 3 students.
    we send some workers out to collect food across the river and also north of our village. they quickly bring back onions and roots.
       to supply vegetables,we plant a field of peppers.this will buy time to get some graduates from our school.we only have 1 builder and 1 laborer.the others help when they get time.behind our double boardinghouse we start adding 2 story pine townhouses.since we have the time,we will add a tavern beside the townhouse.the pine tavern doesn't need a worker and won't produce any cider or whiskey.while our firewood is stocked up so well,we will add the lumber cutter.then we will figure out where to store the lumber.
     our maple gatherer has collected over 1000 items.since we haven't boiled the sap yet,it doesn't count as food.between this and our textiles we have some good reserves.once we start to get some graduates,we can start producing trade goods.

pic 1:year 10 stats
pic 2:townhouse next to the tavern behind the double boardinghouse.
pic 3:lumber cutter.inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 28, 2017, 11:06:02 AM
YEAR 12-15

     with all the extra items,i am going to have a storage problem.we are very limited on where we can store stuff.the larger sherbrooke market requires iron.the emporium doesn't help us with the new flagged items.to solve it before the outer pine barns are full,SLINK's industrial market will be built to move logs and stone.this will at least give us storoage space.
      one thing i am noticing off and on,the normal laborers go on strike and don't clear ground for anew building.the other workers who become laborers after they finish their work,farmers,blacksmith,etc,will come clear land.it doesn't seem to be every building.it seems to hit and miss. it isn't that they can't store the items nor is it the max limit.it has slowed down construction at times.happened with the pine townhall and now with the industrial market.
     with snow on the ground in early winter,i took time to pan around the map to see what might be hiding.there is more NAT DIV items than pine mod items.there are traps,birdnests,and chaterlles.i do not see buckets of any kind away from the 2 forests.however,i only find 2 buckets of sap in the maple forest and no apple crates.i find 1 pine bucket in the pine forest.so is it that they are not there,the apples are temperature controlled,or the spawn rate is too low??? the spawn rate was a concern with this ,as NECORA did not want it to be overpowering. one of the reasons for needing to get some tests was so he can tweak and adjust the spawn rates. to find a balance won't be easy with all the different items and play styles as well.
     i do think ABANDONED has showed up in town.the firewood count has increased with no cutter working.
there hasn't been much clearing done either.
     with the industrial market built,a vendor is sent to pull stocks away from the forests. i do notice he doesn't drag his wheelbarrow like the emporium.it wasn't RED's mod causing that quirk.
      our maple forest getherer collects about 1000 items each year. the maple forester himself was switched to the pine and the maple was disabled.the pine continues to increase its outputs.the pine lumbercutter produces at 100 for the year.so we don't overstock us on lumber,the woodcutter returns to cutting firewood.
      we will need iron to construct the sherbrooke buildings. a small fuel refinery and smelter is planned near SLINK's market.maybe we will get some nomads soon to use them.odd as it is the trapper comes to help the builder and the laborer carries logs around in the forest.the tailor and herbalist also come bring supplies. this is odd but could become a major issue if we had 10 laborers not functioning properly. plus it could shut down production elsewhere. apparently the pine mod is causing the build prioity duties to be switched to its workers and not to laborers.at the moment i am not building fast. if i were to build say 5 houses and expand the area, then we could have issues.such a quirk in the coding reminds me of my "superman vendor. i tried to recheck several mods to find him again yet never was able to recreate that.i also wonder if the builder could be coded to clear land and supply himself. this would free laborers to do something else.or we could code laborers specific to clear food.this could lead to having the ability to set a laborer to a specific trask and another to a different task.at the moment it is assumed not posable but that door may not be locked as tight as we think.once the clearing was done the laborer did return to help bring supplies and the trapper and herbalist went back to their workplaces.

     11 nomads arrive in year 13.work starts on a pine cabin and hunter.the trapper again comes to clear the land for the buildings.a mini fisherman pier is planned near the pine village.the gatherer brings logs for it.next a townhouse and a maple sap boiler is built.2 stone houses go near the iron smelter.we begin to process the iron.next we begin construction of textile buildings. a furrier hut,pine loom, and a spinner.then we will need a trading post.

pic 1:year 12 inventory and productions
pic 2: fuel refinery and iron smelter along with stone houses
pic 3: textile shops furrier hut,loom and spinner.
pic 4:maple sap boiler and yr 14 inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 28, 2017, 11:14:02 AM
The wheel barrow drag is a bug what is sometimes noticeable in Vanilla as well.

I even have so once in a while noticed bannies drag the stuff they carry instead of holding it in 2 hands.

Only Luke can fix that bug.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 28, 2017, 12:32:38 PM
good to know EB. i seem to have it when the vendor leaves the emporium with stuff in the wheelbarrow. it goes away at other markets.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: Abandoned on June 29, 2017, 06:48:16 AM
LOL just stopping by with a delivery of firewood, there's a lot of it just laying around under the nice looking trees.

I just downloaded the Maritime mods and other storage.  Did you see EB updated the specialized stockpiles for the new flags?
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 29, 2017, 06:52:50 AM
YEAR 15-18

     NOW that we have a trading post,we send pelt clothing and leather coats to stock it.even with the boiler,we need to add to our food so we clear another field.we continue to stockpile linen,flax,and pine materials.
      i don't think the production is too high or low from the pine forest.the maple gatheres about 1000 a year.the pine totals about 700 and is still climbing.what bothers is the times the pine workers stop to help the builder that has to impact the numbers.the pine hunter and herbalist show a big drop from construction last year.i tend to build supplies up and then process.if someone was to process at the same time i do think a tailor could keep busy switching between fur and pelts.nothing seems way over or under powered.
    to help move textiles for the shops,we build EB's textile market.the trapper and gatherer comes to clear land.once everything is cut and in bundles and baskets, the laborers come move it.after that, the trapper and herbalist brings logs for the builder.
   now that we have lumber and iron,we will build 2 pine and stone lodges.while the builder is busy with this,the workers can scavenge food and more materials.
     the textie market did not help improve our shops. the production numbers are only slightly better than before.our forester is switched back to the maple from planting pine trees.maybe he will help pick apples.
we switch to the spinner and make yarn this year and the fur hut switches to fur coats.our vendor goes back to the emporium to help move logs.

     construction begins on pine processors. a pitch kiln,turpentine still,and a small pine blacksmith.to supply materials we build the larger sherbooke market next to our industrial market.running out of stone slows construction of the market.once built it fills with a lot of items but not pine boughs.the new storage and markets will take time to get used to with the different limit flags.
    the laborers and others start to move supplies for a whiskey still and cider press.we will need more apples and we have used up the maple sap.before food becomes an issue we clear a 4th field for newly traded watermelon seed.
   since thr cider press and whiskey still will need syrup,we start planning a 3rd forest.i am surprised we were able to produce so much whiskey. we barely had any syrup and only collected 216 sap.since it does require wheat we will send the worker to the cider press and disable the still.the still would use barley or corn if we had those.

pic 1: textile production year 15
pic 2: pine lodge houses.
pic 3: pine forest and production out puts.
pic 4:pine processors. pine kiln,turpentine still.
pic 5:2nd maple forest
   
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 29, 2017, 06:58:32 AM
yea,the foresters seem to collect the firewood.i checked on some new pile mods,but the 1 i wanted wouldn't download. this comp is picky on where it will load from. i have CC piles so can put many things in piles but my SLINK markets won't store the lumber and thatch.i usually use my industrial market since it will store the stone. it gives a better capacity i think than the pile.plus the vendor is helpful to move stuff while the laborers clear new land.i hope you check my notes before you test the pine mod.i am still trying to analyze issues.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 29, 2017, 07:02:26 AM
YEAR 19-21

      to test,the kiln is switched to making pitch from logs,and the tupentine still will use firewood.next we will need the sherbrooke mill and boathouse.
       while materials are being moved,15 nomads arrive at the mini TH.we send 1 family to the new forest to hunt.1 family to the other forests to fish.being late spring,it is too late to plant another field,2 quick hunters are sent to help our food needs.
        we lose a gatherer to starvation.then a child and laborer.all the construction has hurt us by taking workers from their areas.the herbalist is under20.the 1st maple gatherer is just over 600.the 2nd is under 100 but that forest is still being planted.our logs hold even with the kiln using them. the kiln has produced 166 pitch from the logs.the cider press took til spring of year 20 to have enough syrup to work.
     the sawmill cuts lumber or firewood.the boathouse produces several different items including fishing line and dory's.
  there are serveral buildings i didn't build. the diagnal houses,the sherbrooke school and tailor.i never got a merchant to bring me domesticated animals to test the goat and chicken pens or the dairy barn.

pic 1:maple forest#2
pic 2:sawmill and boat shop.
pic 3:sherbrooke houses
pic 4:trading post values
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 29, 2017, 07:04:46 AM
      >>>>>>>>>>>>>>>>                              OVERALL  REPORT             >>>>>>>>>>>>>>>>>>>>>>>>>>>
   the  maritimes pine mod and sherbrooke mods bring a lot to the game. the new trees and forests can be helpful to supply food and trade goods.none of the production yields seem to be over or under powering.the tailor produces "leather coats" which is the same as "hidecoats". i did not try to see if we have 2 different tags for those or if the pine mod does override the older tag.it would be nice to have an option of the mill to grind flour.even if it means adding it in red instead of white.

     the biggest glitch seems to be the assigned workers leaving their workplaces to help the builders. this occurs even with plenty of laborers.though it affects the trapper and herbalist as well as others,it is very problematic to the maple gatherer and hunters.there is a significant food drop off when construction goes on.the more buildings the less food that year.at about 200 food each a few forests groups and it adds up quickly.clearing land before starting buildings wouyld help but not only slightly.the workers would still stop to bring building materials.
    this glitch is a curious 1. if it can be figured out how it happened, it may be possable to recreate and use it. for 1 we could add this to the builders,so they clear and move materials themselves. this leaves the laborers to other projects.could the vendors bring the materials?? could the laborers be split into a few groups so we have could assign them to say clear logs or land,and another set to just clear and scavenge food. it could be an interesting glitch if it was diagnosed farther.maybe NECORA accidently cracked another part of the coding.
     the other concern is how much would the flora patch affect.would it solve the issues of the orchard forests from CC? would it benefit the gatherers of both the mod and vanilla?
     as to the improved or different gathering ability of the laborers,that is not helpful since you give back so much with the workers stopping work to help builders. i think we give back more food than we gain.if the patch doesn't solve this issue then we will need NECORA to fix it.this will require more tests and other player's feedback.

Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 30, 2017, 08:08:25 AM
GOOD MORNING. i gained no ground the last couple days.at the moment i am waking up and hoping it is going to be better today.i did run way too many tests and ran into issues. then i redid my registry and completely put the mod order back together. so i am not really sure where i am.someone throw me a life preserver and pull me out of this please. it got my head spinning too much yesterday.i usually keep notes 2 days ahead of the blog.that way if there is a major problem i can go back to a save point and gives me time to fix it. so i do have some notes from a couple days back.

     i did test the pine mod with the flora and flax patches on but without the flora mod.added the updated NAT DIV with it. debugged a bunch of buildings and let the game run. the patch did not seem to do much.1st i checked "make all items visible" to the debug and ran though the list. i have 1 apple and leather coats instead of hide coats. i have 2 flax listings and 2 linen listings i believe it was. i thought with the patch i would have only 1???
    my trapper doesn't produce anything.there is eggs in the circle but i never see traps or beaver lodges anywhere.the assigned workers still leave their jobsites and go help the builder.doesn't matter how many laborers or builders either. this issue affects more than just pine mod workers. the mini woodchopper and blacksmiths also run to help and leave their jobs.and just when i tried to build a building i did run limits up to prevent it.
       the CC orchard forests are broken.i tried apples,grapes,pears,and cherries over the last several days and nobody has harvested any of them. i have tried using different gatherers as well. the mini,FO,pine vanilla,pine mod maple,etc. since QUERY mentioned she thought the mini mod gatherer worked for this,i tried moving the mod high in the order above the pine mod. no gains.
   
      verdict:flora patch does not help unless you use the flora mod. the pine mod has several issues. the problem with the CC orchard foresters is minor.
the worker problem is major. if the workers stop producing and go help builders then you will run into shortages. food for 1,but others also. if you clear land and then set a building,it would lessen the impact of the issue.that does not stop it though.if you build a good stockpile of tools,clothing ,and firewood early in game,you may delay it from being noticable.
        remember i am using over 100 mods. it is possable that i have the pine mod and another mod together causing these issues.  now and then a mod by itself won't causea conflict but when added with another mod the 2 will cause a conflict. we do need more feedback from other players to diagnose issues so they can be fixed.
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    that gets us through the pine mod tests. due to the worker issue, i tried to flip the pine mod back to the version i had before.i shake my head at this now. with this much testing and restarts to get to this point,i should have stopped. by now i was arguing with myself as to what the pine mod upgrade was suppose to do. i was making mental notes to go back through and reread me and NECORA's thoughts.i may have hopes and ideas farher than the mod was developed.
        anyway, i tried. i rebooted back to the last version that i had. now it plays like half the old way and half the new.the trapper items appear on a delay.the delay seems longer than the new way even.the vanilla gatherer does collect cranberries and chanterlles.the others do stay at their jobs and work as they are suppose to.
   this is when i started to rurn mods on and off and cleared the registry and rebooted several times.more frustrating than i was gaining. it was late by the time i filed 1 report back to EB of an issue i did narrow down.i then quit since i confused myself and am lost.anyone have a map back to reality???
i'm afraid to open the game. the gremlins will eat me before i fugre out where i am and what i am doing. i will get a cup of coffee and decide what to do next.
anyway,i tried. the old version seems to play half like the new version.
the trapper items seem to appear on a delay that is later  then the new version even.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: embx61 on June 30, 2017, 09:06:12 AM
Sorry cannot be at much help here as I hardly, well never, really play a good game. Just some quick testing at that is it.

With over 100 mods it is going to be a pain to see what works together and what not so have to go with a few at a time.

Most issues are from mods loaded together which change starting conditions I believe.

What I would do is take all the mods what change the starting conditions like NATDIV, Pine, flora, and the like but without CC, and see if only those mods are working together okay.

If so enable CC and see if it still all works together.

Toms The North is a Mod by itself and should be treated that way as Tom explains.
Just have Toms Mod on top and add mods what add buildings, churches, decorations, and the like and it should work fine.
Sure, lots of Mods can be added with The North but Mods like CC, and maybe other Mods what change starting conditions can have issues when loaded together.

Mods what add just housing, decorations, ghosting, etc. not really change game play I believe so can be excluded from testing load orders.
Title: Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
Post by: brads3 on June 30, 2017, 09:50:38 AM
yep,my 1st idea is to get the game back playing like it was before the upgrades.then decide on the other issues. i should go back and read more on the pine upgrade after i get there.i think i have been testing and forgot how to play the game again.