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Random questions about gameplay and game mechanics

Started by Gatherer, September 30, 2018, 10:25:30 AM

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brads3

you say you have leather but none in inventory. is it in a workshop being processed? these items are not counted. the inventory only counts what is in storage.just like if you take rice at the TP.it will not show in inventory if it is already being sent to a rice paddy. as for the hunter showing stone,that is normal. as bannies are reassigned by the game,they will carry items with them. often a field will say x amount of 1 crop plus the main crop of that field.tavern depends on which 1 and what it can produce.could also be related to the worker changing jobs.if you have a hunter hunting "game" be sure it is not a trapper.

    you are correct that mod orders can be touchy.there are outdated very old mods that can bring some strangeness to the game. did you check the tips pages for help organizing mod orders? many will tell you to start with a few mods and then add to it. this does help nnarrow down issues. if you add 3 mods and issues come up,you know it is in those 3 mods.when it is lots of mods,erros do get missed.

    i am curious to hear more on the vanishing inventory issue.i do hope you can locate the items and it is not a glitch.it is 1 thing if a bannie or 2 drops an item now and then. it is another if it is being done frequently by many. 

Oenanthe

Since mine updated to include all the extra tags I've noticed a few oddities.

I normally use CC and RK's NMT mods and it now appears that some items won't go into the barns from NMT barns, beeswax was the one I first noticed it with, then pearls, I built the specialised CC barns and that solved the problem, I then tried the standard CC barn and that would also accept the items, it just seems that the update has confused things between the two mods.  Could you be having a similar problems with your disappearing items, they are getting made, but the bannies have no where they want to take them.

Also with regards to the leather problem, if the overview is what I'm thinking it is, it also includes feathers and reeds as well as leather, wool, and cloth, so it could be worth checking how much of those items you have in stock it could answer the question.

Now if I could just find a way of reminding my bannies that sheep and llamas need shearing as they seem to have forgotten about it and that orchards need to be harvested in the Autumn not the Spring and certainly not ignored all together.

I have a feeling i am going to have to wipe my mods selection clean and start downloading them all again.

Nilla

I think @brads3 had explained some of your glitches, I can also add a few things.

Your townhall inventory says no leather but the overview says 219: The overview doesn´t show leather, even if the sign is a hide, it shows textiles, which also includes other textiles like wool, flax, cotton.... dependent on which mods you have.

As Brad says, the reassigning of occupations makes that small amount of odd products is shown in most production sites. In addition to this Taverns has a known glitch, you can see this also in an unmodded game: they are occasionally used as barn, especially for food. This is annoying and may reduce the productivity of the tavern, because the brewer had to carry these products to a real barn, before he can start to produce. You can reduce the effects if you always have a barn with enough capacity close to every brewery.

brads3

Oenanthe, the NMT is 1.06,CC is 1.07. they use different flag limits on some items. you need the CC compatability 1.07 mod added to your order to solve this.it bridges the differences between the 2 versions.

CathyM

Thanks, all, for your advice and suggestions for my odd inventory issues - Brad, I hadn't seen the mod ordering topic, so I checked that out. Thanks! It'll give me a place to start debugging. I think I have less than 10 mods, so hopefully I can figure it out.  Actually, my issue was the opposite - I DIDN"T have leather in the workshops or trade building, but inventory screen said I had 219! So it wasn't backing the number down once they were taken out and used.  I am pretty sure I checked the various places that items could be, and ruled out them being in workshops or even on the ground (I know that when they're on the ground, not yet in a stockpile or barn, they don't count in inventory.)

Nilla, I hadn't realized that leather wasn't just leather... I just discovered that today... so that's good to know. And I didn't realize about reassigning jobs... I'm doing that a lot, especially at the beginning... I had never connected it to what I was finding in the buildings.  :-\ Now I know... And I didn't know that taverns sometimes are used as barns!

It's encouraging that some people have so many mods!! So they must be mostly compatible, and that's good, because I already love so many of these new variations!

smurphys7

Builders only do the "Building" aspect.  Laborers clear a building site of Trees etc.  Laborers bring the required materials to the building.

Generally, Builders often have no functioning "Builder" jobs.  Anyone whose job doesn't work for any reason acts as a Laborer.

Even if you have placed like 50 buildings your Builders have no "Builder" jobs until Laborers have cleared the site and brought the materials.

Roads are ready to go.  As soon as you place a road the "Builders" have a Builder job and prioritize it.

RedKetchup

yup it is NOT the builders' job to clear and bring material to the housing building site. thats laborers' job
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rkelly17

Don't forget that builders will work on roads if you have laid any out while waiting for other assignments. How many times haven't any of us gotten burned by builders way on the other side of the map working away on roads we forgot we laid out in planning when we really wanted them to be RIGHT HERE, RIGHT NOW working on whatever we wanted to build?

CathyM

Thanks, smurphys7 and rkelly17 - that's a point I probably don't pay as much attention to. I know that builders act like laborers when there's no enough materials at the site yet, but I hadn't considered that roads are "set to build" while the housing is waiting for materials! I'll try to curb my urge to lay out roads until there's a real lapse in building...

CathyM

Well, I'm more certain than ever that I have some kind of resources/inventory glitch. :( Just now I watched as a flax crop got harvested - 109 plants... and not ONE of them them showed up at the town hall!! I took a photo to document it - that's a LOT of resources that just "disappeared"... and I'm still getting workers apparently just dropping things off in the forest, then going back to work - and meanwhile that resource is gone... I don't want to work myself into a tizzy over this, but it's almost not worth playing if my planning isn't worth anything to the outcome.  :'(

brads3

are you playing with both KID's new hunt grow mod and the RK combined? what is the exact mod order? did you run a debug test on the inventory and make sure eberything is functioning? at what year are you having all these issues?

CathyM

I just tested it on the plain vanilla game and I'm having exactly the same problems  :-[ I just saw two laborers pick up stone, walk it to the middle of the forest, bend to pick up more stone, then the stone vanishes, they have tools in their hands and off they go! No stone placed on pile or in records. This was about year 3 but also happens (as I've mentioned) in later years (10) with a combo of different mods.

How does one go about debug test? I will look in topics for instruction... I haven't known there was a formal tool for that... I keep the barns and piles open on screen and watch to see what effect the laborers actions have... that's a very kludgy way to do it and if there's a better way, I'd be glad.

CathyM

Okay, I just found the Debug Menu mod... I will install it and try it... let me see what happens.

CathyM

Well, DRAT!! The Debug menu doesn't show up, either in a new game or in a loaded one!  :-X I see it in Mods, and enable it, and even save and exit, and reload - it's there in mods... but no bug icon shows up in the menu!! Now what??  :(

Gatherer

Quote from: CathyM on February 24, 2019, 12:40:06 PM
I just tested it on the plain vanilla game and I'm having exactly the same problems  :-[ I just saw two laborers pick up stone, walk it to the middle of the forest, bend to pick up more stone, then the stone vanishes, they have tools in their hands and off they go! No stone placed on pile or in records.

Did you check citizen inventory tab? Perhaps they were still carrying it while doing other tasks.

About flax: Perhaps it was put into storage and then picked up by the vendor who died of old age while carrying the stuff. If that happens the flax is removed from the game.
There's never enough deco stuff!!!
Fiat panis.