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21
Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 05:30:54 AM »
So far it all looks very good and congrats on the release. :)
I know it had to be a helluva job to put it all together.

thanks yeah it had so much new stuff.
the mod project started as : a collection of my mods to .... a totally new mod with a strong theme.


screenshot of all the previous fix : bigger list of livestock and a stockpile for the shepherd starter. fixed the nmt little housing icons, and fixed the order of the multi-lvl icons.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by embx61 on Today at 05:23:23 AM »
No worry bro and you are welcome.
I miss those little things all the time.


So far it all looks very good and congrats on the release. :)
I know it had to be a helluva job to put it all together.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 05:17:06 AM »
both fixed :( Thanks you @embx61  :)
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 05:03:18 AM »
The creativity is a bit lost after my long absence.
No worry though because I know it will return but things are going a bit slow at the moment.
I work on several projects on and off to try to get back in the flow.


@Goblin Girl
You are right but at the same time if I have several buildings in a themed set and some will not have a certain thatch texture I will finally end up with all F Key variants for every building because some players want all the building roofs to match. This is one of those things whatever i do it will not please everyone.


Some will not care to mix the several thatch roofs, but others want about every building to match the thatch.
I will see if I can add 1 or 2 more thatch roofs to the houses and 3x4 houses to make 3 or 4 variants so to give some more choices.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by embx61 on Today at 04:33:17 AM »
Some very minor things you maybe want to change. Not game breaking at all.


NMT Little houses have a red border while it not opening up a next toolbar.
To be consistent with the rest I would get rid of the red borders for those so players not think it will open up a next toolbar.
Buttons for multi floor houses are positioned level3 level1 level2 . Logical would be 1 2 3.


Like I said, very, very minor but should be very easy to fix in a next build :)
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Village Blogs / Re: Nilla--Funsted; Industry Mining in the North
« Last post by Nilla on Today at 04:11:54 AM »
I promised some numbers in that other thread. First a small recap of my basic thoughts about balancing a trade economy: (Sorry, this is very long and only interesting for "balancing freaks" and I hope @Discrepancy, who has to do the admirable, difficult job!)

Most things are more expensive in the North. A worker need food, fuel, clothes and tools to a value of about 450 each year (vanilla 150). But he also need to support children, students, vendors, traders, teachers, builders, laborers and other not directly producing people. I just looked into my game. I have 101 producing adults, 135 children and students, 49 not directly producing adults. I don't know, how representative this is for all games from everyone, but to me and my playstyle, it's quite normal, especially with the modded happiness system and "real time ageing". Each producing person need to support almost 2 more people.

If we look at your industrial buildings @Discrepancy, with the thought, that it should be possible to run them, as a real industry; produce something with a profit, sell it and buy what you need. Each chain need a profit of at least 1300 for each worker. And I don't think, it can work, if none of the chains would bring more than this. You also need to finance building materials to expand (if you buy the material or produce them yourself doesn't matter). I don't say, that every step need this profit; but if the average of each worker in the chain is between 1300 and 2000, I think it would be challenging enough, but still possible to run large scale.

There's another very important thing; logistic (as always in Banished). The production from these "chains" variates much depending on location of the sites and how much raw material is available close. This big industrial store for all these materials doesn't really work, unless you locate every site from every production chain close to every market and that's not possible. (Only taking the consumers goods away, doesn't help much). I'll just tell two examples from this game.

Because of the happiness system and the huge black circle from the blast furnace, I decided to locate it a bit apart from other "black buildings". I built an industrial market close, because I wanted a lot of iron ore, coke and charcoal close. I also built industrial markets close to the blacksmiths/coker. After a while, I wondered, why there was no iron in the store close to the blacksmiths. 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). I have now replaced the large store with a small wagon vendor. It works a bit better but the worker still prefer this wagon over the close barn. (first picture)

I have one large nice specialized stockpile for clay and sand close to these pits and the industries, who needs these materials close to it. It worked very well, until I built these markets in the "iron area". Now the brick and glassmaker often need to get their material in these far away stores. When the population now starts to grow, I want to test the oil/flax chains on the other side of the village (I've started to prepare the land) but I don't think it will make much sense. The flax products will land in the markets in the "iron area" and markets in the flax area will be full of iron and ores. Some more specialisation of the markets is needed, to make this work good in a large scale.

The following numbers are based on this village. As I've said; the logistic isn't perfect but also not all too miserable.(I have worked a bit active with "fake demolishing" and other tricks)

Let's start with a couple of sites, I've turned off after realizing, that it's bad economy to let them run. I hope, I haven't miscalculated anything, but no guarantee ;) :

Lumbermill: I've already talked about it in that other thread and I'm actually using it, but mostly for firewood. One worker makes between 300 and 400 firewood depending on how much logs there are in the area. It's the same as the close chopper. (Also no good economy but you need firewood and I have no intention to export it)

Pottery; Input clay and charcoal; (the other options will not be much different)
production 100
input 20, output 32, profit 3 each
profit site: 300
suggestion: increase the price of pottery, maybe also the number of pottery produced in each "batch"  (3 clay+1 ind.fuel -> 6 pottery worth 12; input 20, output 72, profit each 8,7, estimated production 150, profit site 1300. This is to me the lowest reasonable numbers. If we also include digging for clay, that's not very profitable, and production of the fuel, it ought to be higher; a price for the pottery in the range 15-20)

Silver
Silver Mine: production average 30 (one year 36, next 24) profit 600
Silver furnace:
production 130
input 28, output 40, profit 3 each
profit site: 400
suggestion: I like, that you only get little silver ore out of the mine, but you need to get more silver from each ore and also increase the value of silver ore. (Silver is also used as coin in the North, so unless you negotiate with Tom, it's set to 10, which I find alright) Price silver ore 40, 1 ore+1 fuel-> 10 silver, input 48, output 100, profit 5,2 each, estimated production 325, profit 1700, average profit mine+process 1450. (This is also the lowest to me reasonable numbers, since you can only build one silver mine and the merchant bring very little, the profit could even be set higher than this)

This is long enough, I have more numbers from the iron/tool chain, that's in a good range. I'll write about it after the football game. Our team starts soon.

First picture
All iron in the red marked market, no iron in the blue marked market and barn.  :P

Second picture

Latest extention to the settlement. Here I make no efforts to make the people happy. I see no large difference, when I compare the production here and in the happy part of the settlement. But I haven't run it for long, so I can't say much yet.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 03:59:25 AM »
I think because there is no stockpile set in the map start by Red there are no logs and Firewood because there is no storage for it.

yeah thats exactly i figured out, thanks
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on Today at 03:58:42 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)

but... i wanted to do something and i should reverse it: i prefered to have some kind of shepherd herd: sheep, goat, some kind of wild cow...
instead to give the chance for the full list of livestock. i will gonna delete that change and give opportinity to have something like bison and ducks ^^

Effectively, we should get 120 firewood and 30 wood. and they arent there.
I know what it is missing, a stockpile to receive those !!

Thanks you for your report ! thats a good one ! :)

i will allow the full list of the Livestock and i will put a stockpile down there.


----------

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
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by embx61 on Today at 03:48:50 AM »
I just started a test run Shepherd Medium Map and get 2 livestock. Longhorn and sheep.
I think because there is no stockpile set in the map start by Red there are no logs and Firewood because there is no storage for it.

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Mod Discussions 107 / Re: THE NORTH 6
« Last post by darnokthemage on Today at 03:47:58 AM »
I have takes some pictures of a local granary that i think you may like, a gray version of it could be a version of the current storehouse. https://imgur.com/a/ugWgooQ
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