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91
An interesting project. Will be fun to read for sure.

92
Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 2:Roxbow
« Last post by brads3 on January 16, 2019, 07:47:30 AM »
YEAR 49

     the riverboat market serves the east orchard forests.north of it is a pine market. the bannies figure a stone market near the bridge will serve the north and far east forests.these will hep move goods back toward the gate bridge.they also will help move firewod,tools,and foods around for the forester workers.beside the new stone market, they will build a shop to make leather coats.to move goods into the city,we double workers at the log depot and material markets.the old timers at the north trading posts asked for a mini food market.a small dock market will serve the greenhouse docks.

       so  you all dont think i am totally crazy,i did want to give you more looks of the forests.there are subtle differences. some collect flax.KID's forest workers do collect the new flora items.note the pine flora patch is enabled and producing the flax and wild oats.i only wanted the bees.outside the forest radiuses you can see lots more bright green leaf trees and some red maples.alongh the stream between the RK and KID forests is not in any circle. just southwest of the bridge is a FO forester.it has taken some trial and error but there is a better balance to the many items. herbs are low. herb growers compensate for that easily.the onions aren't overproductive.they can be depending on the mod order and setup.if there were more slots to some of the gatherers,then the total outputs woud improve.

        the way the forest gathering works has been changed and added to many times over the years.RED has varieties of berries that grow with the fodder grass and flowers.with the dense forest and pine mods,threes have choked the fodder grass out. the modders continue making changes and adjustments. hopefully,we will have longer living trees and more meadows mixed in.the tree growth and ages still functions under the vanilla time speed. much of the game is on a year base;crop growths,outputs,education.trees are aging and dying much faster. even the players who use the vanilla age or population growth would benefit from the trees living longer.not sure i explained that very well. the game plays at a year to year pace.the way the game was designed is 1 year is really like 6-8 years.the bannies aged that much faster and multiplied quickly.however,they still only grew and ate a years worth of food in the same time. with odding,much of the game has been changed to function on a year to year base.

       the pig farmers did start to work together.  as they butchered pigs in the large pen,they replaced them from the holding pen.we felt it was time to make another pig pasture and shut down the holding pen entirely.this will also move fertilizer closer to the greenhouses.the misc carts move a variety of goods,beeswax,reeds,etc, but never fertilizer.the pine market in the forest is storing some but none of the other markets are. even so the greenhouses are producing well. most of the fertilizer is being stored in the original storage pile.a pile will be set near the pig passture and a small pile by a barn half way to greenhouses. this should split the walking distance.

       the EB winery waits for grapes from the CC orchard forest.hopefully,there will be enough wine to supply all our taverns.

pic 1: north forest tree growth,a tiny forester is at the base of the mountain,an RK to the east,and a small FO just southwest of the bridge

pic 2: some forerst outputs,
pic 3: greenhouse dock market
pic 4: EB winery
pic 5: larger pig pasture with a storage pile for the fertilizer
93
Ooooo genealogical stuff! I tried once, and failed miserably, but I was just writing it on a piece of paper :P

It looks like a really cool project!
94
Mod Discussions 107 / Re: THE NORTH 6
« Last post by 1 on January 16, 2019, 05:51:21 AM »
And another idea. Summer cow house for milking. This shelter was used against mosquito's. The upper vent in roof, purpose was to get mosquito's and warm air out.
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Mod Discussions 107 / Re: THE NORTH 6
« Last post by 1 on January 16, 2019, 05:46:59 AM »
Tom
I have waited when you release luhtiaitta (Loft-Storehouse) No pressure.

To finalise "gated ground homestead" http://worldofbanished.com/index.php?topic=2123.555#quickReplyOptions
We need animal shelters for winter.
You all ready got "cow house". For me your big barn is more like cow house. https://www.banishedventures.com/wiki/bigbarn/
My grandfather cow house look very match like that. And that's why i like to use it a lot in my game.
But that's too modern, for wooden gated ground homestead.

We need wooden cowhouses and stables. Something like this:

96
General Discussion / Re: Multiple output buildings -- inner mechanics
« Last post by RedKetchup on January 16, 2019, 12:53:51 AM »
Hi !

a building will produce something only 1 job at the time.


we can never specify to drop 2 things in same time. only the game can do it with the pastures/hunter/kill an animal

i disagree. the old dairy creamery did produce cream,cheese,and butter randomly at the same time. it is part of CC. it took in milk and gave a random variety out.aslo KIDs veggy's are sorted and give a random amount of different vegetables.  i do agree that the game can not drop 2 different items on 1 tile........... so far.

yes and my quarry has a list of 20 items (with some appear  more often than other rare things) but it is still 1 job done at the time.
in the code, if i put -1 at a certain function, it will trigger the RNG roll to do which item is being made. any other number will tell the game you have to choose and which one is the number, this is the ine that will be the default .
my RKEC blacksmith has the number : 8 at that function. when you build it, it automatically stand on the 8th recipe.

if i put -1 there.... the computer will RNG a random number, will check what it needs, and go pickup the material to make 1 job done.  there will be nothing else in that job. after done, the computer will RNG another number  and it will do that one.


and it is RNG. you cannot put 2 recipes and ask to do 1 to do 2 to do 1 to do 2 .... 1 2 1 2 1 2. it will be random.
97
Thanks!
I'm pretty experienced, have been playing since 2014 and have a pretty big list of mods.
Code: [Select]
RKCE 2.22
CC 1.76
DS Globe Theatre
DS Neurbert Smith Shop
DS Thompson Trade Merchant
Nomad zero Pop
Port Royal
DS Ale House
DS Crest blacksmith
Garden walls for 1.0.7
Kid- Gothic Deco V1.1
Kid- Medieval Grace V1.3
Kid- Rowhouses bussiness V2.3
Kid- Rowhouses Housing V2.3
Better UI: Maps
DS Bridge Crossing
Better Stockpile Storage
Better Stockpiles
DS Bryce's Buthers
DS Chapel of St.Ernest
DS Fences and Decoration
DS Jetty & Bridges
DS Harbourough Market and Old Gramar School
DS Roads
DS Roasted Nuts
DS Small Village
DS Small Village- Homes
DS Small Village- Production
DS Small Village- Services
DS Small Village- Storage
DS Stone Bridge
DS Stone Hovvel
DS Town Houses
DS Tunnels
DS Wagon Vendor
Fruits & Veg Barn
I see Fire
Pick & Hen Tavern
Plague
Seasons FX
Stynth Tower
One Year is One Year
There's a lot, and there indeed is some old stuff in there. I meant to scrap some more out of it before I started this but am afraid of causing damage to the save if I do so now.

I always run out of tools pretty quickly; setting up an Iron smelter is low on my priority list.:P RK's and CC's blacksmiths allow for different kind of tools yes, so I should be fine for a while.
Neither is really fitting with the New England colonial style but I'll find a way around it.:)
I am not going for maximum efficiency in this one, more of a realistic approach to ownership, work divide, hierarchy (where possible). I'd normally build far bigger fields and would have started with a forester. But a small community would not have need for such things at the start, getting by with what the land land had to offer.
The red line is small scale at the moment; new colonist would not erect entire new buildings just to make clothing, bread etc.

Yeah, that is how I was thinking of doing it in the taxation basics, but I have yet to find solid percentages of taxation in the 17th-century English acts. A gradual increase of percentage per act would be feasible. Things like the Iron Act are easy to implement; the Navigation acts could be implemented by a dice roll to determine if the incoming trade ship is English or not.
During wars I'll build a small military encampment on the edge of the map with a parading ground. Any send there will have to make due or suffer as a casualty in war.

I'll post some genealogical data once that becomes a bit more relevant!
98
General Discussion / Re: Multiple output buildings -- inner mechanics
« Last post by brads3 on January 15, 2019, 11:38:32 PM »
Hi !

a building will produce something only 1 job at the time.


we can never specify to drop 2 things in same time. only the game can do it with the pastures/hunter/kill an animal

i disagree. the old dairy creamery did produce cream,cheese,and butter randomly at the same time. it is part of CC. it took in milk and gave a random variety out.aslo KIDs veggy's are sorted and give a random amount of different vegetables.  i do agree that the game can not drop 2 different items on 1 tile........... so far.
99
Mod Discussions 107 / Re: Mod Discussions 1.0.7
« Last post by alexanderdr24 on January 15, 2019, 09:09:02 PM »
Awesome! Great info and presented so a dumb player, NOT a smart programmer, can follow the instructions. Thanks for your help.
100
General Discussion / Re: Multiple output buildings -- inner mechanics
« Last post by RedKetchup on January 15, 2019, 06:53:03 PM »
Hi !

a building will produce something only 1 job at the time.
We can call it : a job done.

the goal of the job is to produce something, the number created depends of the qty we decided it will drop. and that number is set in the raw material file.
there is 2 numbers at those : amount created uneducated, and another amount created educated.
example my bread:
   int _lowCreateCount = 20;
   int _highCreateCount = 28;

so when 1 job done at the bakery, it will drop or 20 or 28 bread depending education. nothing else. then the worker will start another job done. and he will get another 20 or 28 bread. then the worker will start another job done till he has the required materials.

if you go in its menu and choose hot little cakes.... the raw material files of this new item has the numbers it will create :
   int _lowCreateCount = 16;
   int _highCreateCount = 20;

now each time the worker will make 1 job done... it will drop or 16 or 20 little cakes depending educ. nothing else.

we can never specify to drop 2 things in same time. only the game can do it with the pastures/hunter/kill an animal
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