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Village Blogs / Re: Nilla--Funsted; Industry Mining in the North
« Last post by rkelly17 on Today at 07:57:39 AM »
I noticed, that almost all of my 2000 iron was stored in the market close to the blast furnace (but nothing in the close industrial barn).

@Nilla, I have never played the North and don't always pay attention to buildings I don't use, so I could be way off base here. Is the North different from vanilla, CC, etc.? I am used to iron going into storage yards, not barns. Is the industrial barn a special kind of barn that stores things that usually go in storage yards?
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by Hawk on Today at 07:56:51 AM »
the thing with the RNG at the start of the game is you can get 2X times the same thing. it was also the same with crops and orchards. But those 2 since the list is extremly long, the chance to get 2 times the same is very very rare. Livestock list is very small so instead to get 2x 6 animals, you sometimes get 1x 12 animals (you get 2 times 6 animal of the same breed)

I didn't even think about that, or notice how many, but I think you're right. I did see two different colors of longhorns and goats. I didn't pay any attention to the count of each when I finally got two different types of animals, but thinking back I do believe there were 12 cows and 12 goats.

That said, now that you fixed it, I wonder if the fix was even necessary. Understanding how something works goes a long way to understanding it. LOL!

about shepherd versus farmer : i imagined shepherd are more like going in the wilderness and feed their herds with the grass in meadows... so i thought a cart would be better. while farmers they more have the same crops that doesnt move year after year at same place, and a very little barn was more appropriate

That does explain it.  ;D
Village Blogs / Re: Nilla--Funsted; Industry Mining in the North
« Last post by Nilla on Today at 07:32:25 AM »
...continue: no good game but at least won... :)

I made the calculation on hardened tools. Steel tools has a little lower profit but also very profitable. I produce both. Hardened tools need more charcoal/coke and if I'm a bit short, I produce more steel tools. The production of steel tools is slightly higher. I use charcoal in some sites, coke in some. I made calculations for both, it's no big difference in economy, but  charcoal a little bit better. Because of these logistic problems I described, the production variates a lot. I have seen 150 but also less than 100. The average is about 120 hardened tools.

The premises for the calculations are, that you produce all raw material yourself. It is more profitable to buy some material, even to order it with ordering fee. The real profit is in the last step(s), not in producing raw material/fuel. That's the weakness with these numbers.

To produce these 120 tools worth 12 000 in trade you'll need (if you use coke):
120 iron ore     
240 coal 
68 logs

To process these material in different sites, you need 5,9 people:
1,7 blacksmiths
2,5 miner
0,8 forester
0,9 coke burner

The average profit for each worker is about 1500

Or if you use charcoal:
120 iron ore
128 logs

You need 5,6 worker in different sites:
1,7 blacksmiths
1,1 miner
1,2 forester
0,6 chopper
1 charcoal burner

The average profit is about 1600 for each worker

I've also produced some iron using lime. But it's not profitable (unless you buy material)

1 lime replaces one iron ore, otherwise it's the same numbers. The profit of the Hill Lime Kiln is low;
production 140
input 16, output 24, profit 2 each
profit site 280
Village Blogs / Re: Abandoned - Summerset Swamp - Story 24
« Last post by Abandoned on Today at 07:32:05 AM »
Chapter 9

  Before we continued our search we wanted to be sure our food supply was stable.  In early spring of year 11 we added a fisherman to the swamp pier and built a smoking shed in town.  Across the lake by the wooden houses and hunters hideout we wanted a campfire to roast venison.  We needed firewood so a tiny chopper and firewood shed was built there too.  Laborers were busy cutting tees because we were again short of logs. 

  When we traded for stone, Loreena, the resource merchant, told us there was a lot of stone on the peninsula right across the river from the trading post.  We thought that area would be a good place to search next and collect stone at the same time.  We built an extension onto the jetty to the point of land between the lake and the river.  From that point we could build a bridge.  We would need more wood for the bridge and stone for our roads.

  During year 12 we traded for steel tools, completed the tunnel mine, and began work on the bridge.  We were eager to continue our search.  We regularly heard the strange mournful sounds from one direction or the other.  Our searches always turned up nothing.  Often now we heard the sound of a loud splash.  We wondered if the swamp thing could be in the water, but the swamp waters were shallow, in most places you could see the swampy bottom.   

  In late spring of year 13 we traded for more stone and in summer we added another worker to the tunnel mine.  We built another wooden house for the miner.  By autumn the bridge was complete. We were exhausted, the heat and humidity plus the insects and strange worrisome sounds had taken their toll.  We decided to leave further exploration until next year.  We lit torches at both ends of the bridge and at all ends of the jetty.  We would keep our eyes and ears open over the winter.
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by Abandoned on Today at 06:54:35 AM »
 :) yes, small map, that is what I am think too.  Looking forward to it.
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by adelegarland on Today at 06:43:10 AM »
Hey Red, I played all day yesterday and found no problems, in fact it was running very smoothly.  LOVE the new wildlife!   I'm going to play more this afternoon and will look for anything hinky.  This is a fantastic release, I'm very happy with it.
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 06:27:22 AM »
if you choose a small map, it should run very smoothly
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by Abandoned on Today at 06:06:47 AM »
Great mod, Red.  Sorry I can't help test right now but am eager to try it soon.  I am hoping full version will run okay on my laptop.  I am glad there is a light version, nice. 
Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
« Last post by brads3 on Today at 05:57:28 AM »
YEAR 60-61

          I SENT 3 apprentices to help bundle reeds.another reed farm will be needed to keep the supplied.another worker was sent to help at the red does show a slight increase.i added extra workers to both maple orchards to see if they will help.2 workers didn't improve the orchards.
          2 houses and pine gatherers are built to the far west fodder meadows.a toolshed is built at the forest village with another DS hovel.the laborers are busy clearing land for wheat fields.the fodder workers do bring in firewood.just shows how odd the mods work sometimes.the dense forest mod has stopped firewood from appearing anywhere except the fodder meadows.

       we will need to increase trading.i saved and checked building the main trading post again. it causes a crash.there are several options so it isn't a big problem.i decide on a dock trader since it will hold more goods.a pelt tailor is built at the forest village and a workplace tailor is added to our small original forest,north of the mining mountain.the clothing limit is pushed to 2500.

       the extra dock workers did increase the firewood,but they ran out of reeds.there are now 7 reed farms supplying 3 workshops with 2 workers each.duckhunters aren't working well.i tried to build the hunter a new house and also added a 2nd blind.i could move the dock addon mod higher in the mod order and above the CC.

pic 1: dock apprentice houses
pic 2-3:fodder gatherers
pic 4:forest village tailor
pic 5:river dock trading post
pic 6: more wheat fields and Pilgrim houses
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 05:33:02 AM »
lets hope before tomorrow, people will help and try to find all those little things.
so i can release the Live version 1.0 :)
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