World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on September 05, 2019, 05:17:43 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 05, 2019, 05:17:43 AM
 
                it has not been a fun week. it has been crash fest.lately i have told MARK that these mod orders may work today and not tomorrow. that has become more real. we have complex interactions across the mods. a slight change to mod list,order,or even the start settings can cause crashes. what a mess. it has been a while since i had to fight with gremlins that badly. hopefully i fixed it and the gremlin didnt just take a nap.

              what i found is the Crystal Cliffs mod was acting as a patch to the RKEC and pine mod.the pine mod was upgraded to 1.05 inadvertantly.this all worked for the last map. after about 100 crashes,i think i narrowed it down.these crashes were happening as the game switched from early spring to spring.each attempt loaded and started.i have a pile of notes and a lot less brain cells.

          i loaded the DS industrial mod and a few others several days ago. i actually was able to open it and look around the map. that was before i realized i broke the game.many of my blog notes are gibberish by now. i'll try to go threw it quuick and figure out where i am.

        i recommend keepig a full copy of the entire WinData folder,complete with patches and data files, of a mod order that you know works. i'd keep a copy of the mod order as wellrather it be by using a mod manager profile or a text file.if anything ever goes wrong you will want to be able to  load a good mod order. at least this fives a starting point to chase down issues.

             normally, i let you players test and work out the glitches and bugs in the new mods.  once a mod is added to another, it is much harder to see where the glitch is.any problems then is blamed on the mod order or conflicts. the more issues you all solve, the less problems i should have. in this case how many didn't you find? NILLA needs a break from life.why did she leave me like this? i am sure she wishes life would stop giving her issues. i do hope things get better for her soon. ever since she fell out of the tree and told us she hit her arm,i still wonder if it was her head, things have been ruff for her or at least hectic. i am grateful for her and the other players help in testing and working out the bugs for new mods.
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                                                 DS industrial mod with RKEC

the plan is to use the DS industrial mod with the RKEC and build a huge manufacturing city. in exploring or settling America, there is lots of land untouched. but cities did start to grow and build up along the coast. nooo i am not going to build New York City or Washington so you Europeans can come bomb it or burn it down.

          i plan to test this both ways,1st with the DS mods above the RKEC and then with them below. the DS industrial mod brings so many changes that i think it needs tested above the RKEC to understand how it works and what all is in it.

         i prefer to keep the RKEC as my base start mod and use the DS mods below it. i mentioned my pet peeve with the game the other day. LUKE gave us the option to add gathering plants and trees but not the option to add wid animals,grass, or rocks and minerals.i still think it could be done, but we need to break a code line into parts.as it is with the DS above,i give up any thatch or fodder and the wild animals. the game has its limitations.

      i re-organized mty mod list to save more memory. combined with the many changes the DS industrial mod brings, i most likely will have some issues. the only tests i have ran for a week is to get from early sping to spring.         

mod count 105 with 4 disabled   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 05, 2019, 05:32:12 AM
MODS

DS mods added Neubert mith,Fulbert houses,industrial mining,and log homes.added Styth tower had Ds hovels,bridges, fuel market, and veggy barn this group is moved just above RK EC.

disabled for this map  pine mod,Crystal Cliffs,EB charburner,and my precious

left the order set to a base start order.

        other players say this map will starve bannies. there are some advantages with this mod list.quick hunter and fishing from TOM,KID's mods and mini buildings will give a townhall and trading, several wood and stone housing options,among others. new pine flora patch mod is enabled and should give traps and more food.


[Misc]
Description=RK 1.3 K full setup||tweaked DS RK,pine mod off
[Profile]
WheelbarrowBigger=1
DebugMenu=1
Radius=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
ProperTime=1
banishedUImaps=1
RKECtownhall=1
Forgetaboutorchard=1
NewPineFlora=1
SeasonFX=1
MaritimesCrystalCliffs=0
SafetyHole=1
unlimited=1
OneStopAllMining=1
KidForestOutpostNatDiv=1
MyPrecious=0
RKPigsLivestock=1
RKBisonLivestock=1
LivestockForTrade=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
DSIndustryMining=1
DSStythTower=1
DSStoneHovels=1
EBFarmHouseA=1
DSNeubertSmithShop=1
DSLogHomes=1
DSFuelMarket=1
DSBridgeCrossing=1
DSFulbertWrightHousing=1
RKEditorChoiceEdition=1
BlacksmithTools=1
MiniBuildings=1
MaritimesPineSet=0
MaritimesSherbrooke=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
EBSVProduction=1
EBSmallStorage=1
EBMarkets=1
EBMaterialsStore=1
EBFarmstand=1
EBSVDecoResort=1
EBSVRockQuarry=1
EBLeatherWorks=1
EBFarmHouse=1
EBWinery=1
KidWorkPlaceVillage=1
ColonialHousing=1
KidColonialResource=1
KidSomeBoats=1
KidGhostTownHouses=1
KidForestPonds=1
KidBakeryGarden=1
KidGHLightHouse=1
KidGhostTown=1
KidWildWest=1
KidGrannyPark=1
KidLogDepot=1
KidOldTown=1
KidPlimothHarmonized=1
KidPlimothPlantation=1
KidStorageCrates=1
KidStorageCarts=1
KidTinySeparate=1
KidTwilightHerbs=1
KidVegetableGarden=1
KidWindSawmill=1
KidWoodenFort=1
KidRowBusiness=1
KidYardCover=1
KidRowHousing=1
BirchBarkCanoe=1
ForestCombo=1
DungPile=1
marketpuzzle=1
WashingMod=1
DecoPlants=1
Ketchup=1
college=1
DecorativeItems=1
ChooChoo=1
PlymouthHouse=1
OldHunterHut=1
CityRoads=1
FlyFishing=1
Hunting=1
NewEngland=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
GrowRoots=1
Terraform=1
CCDocks=1
CCFrontier=1
SmallTipi=1
Charburner=0
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 05, 2019, 06:06:52 AM
   ELTONA,323874321, valley no dirt,very large,fair,medium start,no disasters    potato,flax,and plums
not a great start -mine mountains are far away,won't use the plums,main river is far off,

goal- build a functioning production city. probably build a railroad

       looking around the map,there are pine mod items.the rocks are different. the map shows the location of some,i assume this is clay, deposits. i did find a small deer herd north of the river.

          we will send 1 fishing the lake,plant 2 fields of potatoes. the DS bannie planted 1 field in flax. then build a work camp with some DS cabins.we spotted a deer herd across the lake and sent a quick hunter. we built 2 workshops from the mini buildings mod.1 for tools and 1 for coats.i can control them with limits and we have plenty of workers.we may not have iron ore, but we do have stone and wood tool options.

        by mid summer, we start work on our 5th cabin.the laborers have time to search for food and firewood.they already have killed a few squirrels and we have pelts.

       the pine mod items aren't being cleared by the food gatherer tool.we are leaving fiddleheads,wild oats,and chanterellas.
which tailor uses this flax? if we can hunt and keep up on coats,i'll ignore the flax for now.

      we survived the 1st winter easiy.you all made this sound hard.we are at +3000 food.maxed tools to 50 and made some leather coats.we have excess furs,peltsand flax. there has been a little tin ore,clay,and tallow collected. you can say i made it too easy but i don't think a group would be sent to set up this city without a few guards to hunt or protect them and some tents.

pic 1: map settings
pic 2: map start,note the DS pile
pic 3:quick hunter
pic 4: DS cabins, the mini Th,KIDs firewood shed, also have 2 mini workshops and mini woodcutter
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 05, 2019, 08:41:28 AM
Brad, Brad you and your tons of mods. I know, you like it that way but no complains when the game decides to punish you from time to time1 ;)

.... and I broke my foot, no arm no head when I fell last summer not from a tree but from a ladder beneath a cherry tree.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 05, 2019, 09:36:28 AM
LOL that was the 1st time in a long time that it took so long to fix an issue. what was confusing is when it started to work 1 out of every 3 loads.
the gremlins would feed me a little hope of progress and laugh at me the whole time.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Kristahfer on September 05, 2019, 09:41:27 PM
Great humor here. Good to hear !!! no read ohwell.... 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 06, 2019, 07:14:09 AM
YEAR 2-3

         i am assuming timber means lumber and we need a lot of it. the workpile is over 80% full. we'll  build an RK covered storage barn and then a DS construction yard site.this looks to be  a very handy piece since it has an soortment of goods it can produce.this will take us to 2 workers and a builder,but the other workers will help as they hit their limits.as we go along we work to clear a path toward the main river.

      the mini townhall menu is smaller.modders have made changes so the CC graphic help mods don't fully work.not saying it is a bad thing.i have noticed more rain and snow with the RKEC and now smoke from the DS construction yard.

     we need more storage. a KID's general shed and a stone market are added to our start camp center.while the builder is busy with those the laborers continue clearing to extend the road.

i am not going fast. i rather use the time to look around at the new DS tool bar and plan where i want to build, while building up some stockpiles of supplies.

      these are still RK deer and are easily spooked by hunters or noise from workers. NILLA can tell stories of how a hunter coud stand still and slaughter a whole forest full of reindeer. you can not do that to RED's deer.other than a few fawns left from the 1st deer herd, we have seen no other deer.we have kept our eyes on a meadow to the west. we did get a hunter there late in year 3.


      we started work on a bridge across the main river. CC has a multi sectional stone bridge that can be made double and triple wide there are many times the wider option woud be handy.in this case i used 2 DS covered bridges side by side.

    our plan is to build the city along the river. set up some foresters arounf the lake. to the west is a hill for mning community.maybe we will leave some farming along the stream that flows out of the lake to the east.

pic 1: DS construction yard
pic 2: yr2 limits
pic 3: more storage  for the workcamp
pic 4:  2nd quick hunter
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 07, 2019, 08:03:30 AM
YEAR 4

         i didn't buid a school yet. i let a few children age past school age to increase the workforce. the mini townhall takes just a couple years to start bringing in nomad helpers.since we are stockpiling items,undeducated workers are still helpful.they don't need any learning to cut trees or haul goods.

      as expected 3 nomads arrived in late spring. a couple with a baby girl. they will build a Fulbert house and  KID's small workplace tailor to use up the flax.we need a trade good before we concern ourselves with a trading post.if the small tailor won't use this flax, a flax garden can be built. sincewe start with flax seed and wild flax i see no problem with doing that.flax is an item that the tailors can confuse. this will conserve MARKs valuabe iron.

       the small tailor didn't like this flax, but we did have 40 furs that it could make coats from.

      we have a decent start. a plan going forward. we maxed the tools and clothing.those limits are raised.we extended the road to the main river.we are processing lumber.we have scavenged for food and herbs.

       DS has some info windows with a lot of info on them. there is some baasic info as well as info on the production of tools and chains for the different ores. is there a plan to use these during game play more? like is the plan to open the health menu to see how the bannies are doing and what needs to be done to make them healthier or happier? not even sure banished allows a way to do that. by adding mods, i realize mty game will play different.already i am repairing tools that are not on the info menu.  what is ear candles? is any child really going to sit still while a doctor tries to put that in his ear? no offence but are you serious?

pic 1: double DS covered bridge
pic 2:workplace tailor
pic 3:  inventory and limits
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 07, 2019, 11:02:54 AM
 I never heard of ear candles. That must be something you get from using too many mods. Just so, as punishment! ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 07, 2019, 11:48:04 AM
look at the DS info menu,limits screen under herbs and medicines " herbs,royal jelly, Ear Candles." should i assume there is suppose to be a comma between ear and candles?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 07, 2019, 11:51:40 AM
Maybe that´s some Australian speciality like this dreadful Vegemite and other inedible stuff they produce "down under". ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: TaylorItaly on September 07, 2019, 12:33:23 PM
May I ask where i can find the Radius , BlacksmithTools , ForestCombo and the SafetyHole  Mod ?
I tried Google, but without luck.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 07, 2019, 03:29:04 PM
the radius and blacksmith tool mods are from CC.i don't think they have been added to the new site yet.
the safety hole is from NEXUS mods     this works to prevent deaths from mines but also helps other jobs too. picked it up when i giot the muti mine mod there.

KID's forest combo is here at WOB http://worldofbanished.com/index.php?topic=1930.msg59720#msg59720
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: TaylorItaly on September 07, 2019, 03:42:30 PM
Thank you!!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 08, 2019, 06:42:39 AM
YEAR 5

             a KID's flax garden is eeded to supply the workplace tailor.this will give us coats to trade for seeds. in realistic terms,each time nomad helpers were dropped off, they woud bring some supplies. since we can't do that in game, we'll use the coats as a way to accomplish that. one way to look at it anyhow.

        next we need charcoal to use the construction yard to make more than lumber.some bricks and glass might be handy to stockpile. since you have to remake the DS charcoal piles i do want to try an RK charcoal kiln. in theory, this should work since the DS mod is above the RKEC.

       the pine mod allows us to use pine boughs to make charcoal. you wouldn't burn the pine in your house because it would plug up your chimney and burn down your house.that way allows you to save firewood. so yes there was a reason to some of my methods. each mod brought a unique option,usually more than 1.in this case we will need to use firewood.

       hmm charcoal is set to the firewood limit. i don't like that.ill tell you why based on experience. with the charcoal and firewood on the same limityou run a risk of hitting the limit with 1 and shutting down the other. in this case, i hit the limit without even starting the kiln. if i hit the limit with charcoa,lthe choppers will stop cuitting firewood. this was found with using RED's fodder mod long ago. you can block a chain from functioning with all of a production chain being under 1 limit flag. if the charcoal was under the industrial fuel flag, the backup would be avoided.

     we can now make glass and linen coats. someone make a note that this will need tested with the RKEC above the DSIM mod. inventory shows double flax tags.

      the construction yard ran threw the sand quicky, making 24 glass. he'll make some bricks. we'll need to decide rather to cut more lumber or not. we will stockpile some charcoal as well.

      even with all these extra workplaces,i have enough laborers. our food outputs are higher with the better climate.extra workers is not a bad thing to have, but we will need to find more work for them soon. we did use the time to gather food and stone. a storage barn and leanto has been built near the bridge.

pic 1:  flax garden
pic 2: RK kiln
pic 3: bridge storage
pic 4: inventory and the construction yard outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: RedKetchup on September 08, 2019, 04:38:19 PM
Quote from: brads3 on September 08, 2019, 06:42:39 AM
        hmm charcoal is set to the firewood limit. i don't like that.ill tell you why based on experience. with the charcoal and firewood on the same limityou run a risk of hitting the limit with 1 and shutting down the other. in this case, i hit the limit without even starting the kiln. if i hit the limit with charcoa,lthe choppers will stop cuitting firewood. this was found with using RED's fodder mod long ago. you can block a chain from functioning with all of a production chain being under 1 limit flag. if the charcoal was under the industrial fuel flag, the backup would be avoided.


it just needs a bit of attention from time to time. i dont see it as a problem.
the real problem is : we dont have unlimited number of flags/limit.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Discrepancy on September 09, 2019, 12:09:19 AM
Quote from: brads3 on September 07, 2019, 08:03:30 AM
DS has some info windows with a lot of info on them. there is some baasic info as well as info on the production of tools and chains for the different ores. is there a plan to use these during game play more? like is the plan to open the health menu to see how the bannies are doing and what needs to be done to make them healthier or happier? not even sure banished allows a way to do that. by adding mods, i realize mty game will play different.already i am repairing tools that are not on the info menu.

The info panels will be purely informational. We cannot add any more different statistic variable displays then what is already in the game. I could of course add a display of the current health hearts using what is already there, but there would be no benefit on these info panels.

:)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 09, 2019, 07:19:01 AM
YEAR 6

          since we have extra workers,i added a combo forester and gatherer to the workcamp.this will clear the regrowth for the camp and keep them supplied with logs. we add another storage barn and upgrade the fishing. the construction yard switches back to lumber and we shut down the charcoal kiln.

          i didn't add a lot of DS mods since i wasnt sure of what was all in the DSIM.we need a trading post. i wanted a general trading post but not a small 1.plus i want to conserve the iron. we decided on a CC dock trade post and small barn.i didn't want to add items to the inventory or merchant boats but this will fit the best.

        we cleared a DS crop field just to compare it with the others.that will give us 3 potato fields next spring.

        i pushed into Mark's 7th year death trap.we produce and gather about 500 more food than we use each year.i am using the propertime mod so the population is only at 28.education dropped  to 53% and health is down 1 heart.so far no issues we did have to search for deer and change our textiles and coats.ony micro managing has been the outputs of the construction yard and sending someone to stock KID's market now and then. we actually had to increase storage space several times as they kept filling.the main start barn is holding the unused flax that the bannies planted the 1st year. we have had some wild oats but our diets are mostly veggy and fruit.

      with MARKs warnings i was careful but at the same time i pushed the education level down.

YEAR 7

          the laborers have cut trees here and there along the main road. they had hopes of spooking out some deer. unfortunately they did not see any.

     the buider finsihed the trading post and a RK forest barn storage to the south.the DS field looks different than the plowed seasonFX field but does produce similarly.

     the market vendor went to stock the trading post once the market was supplied.he can float between the 2 and use his wheelbarrow to move goods.we can trade linen coats,pelts and furs,and some of the DS wild flax.

pic 1: RowHouse fishing pier and a stone shed
pic 2: KID's combo forester and gatherer are like gardeners at dealig with RED's regrowth.
pic 3: CC dock trade post construction
pic 4: CC TP completed
pic 5: RK forest barn to the south
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 10, 2019, 07:11:28 AM
YEAR 8

       a DS stone bridge was built across the creek to the south.we had anticipated nomads that never arrived.a merchant boat stopped but was only carrying lamp oil. in late summer a KID school was started. again this will conserve the iron.

        the DS buildings fit a mining area. they need a lot of different building materials. we need to build the population before starting on those. the DSIM looks to be an ore and mineral mod. that is a nice change from the CC lumber and building supplies mod. either can become overwhelming with the many production chains.

      thankfuy,this mod does not override the base vanilla buildings. those are being set with the RKEC mod.if both mods changed the base buildings then it could have caused conflicts and confusion. the way DS set this mod, players gain options.you have mining offices plus the RK or vanilla townhall.so new textured buildings add to the others instead of replacing. this works with the RK and CC also. the way CC is modded it adds many colonial styled buildings with the RK medieval buildings.having more options for the vanilla base buildings gives players flexability.

pic 1: southcreek bridge
pic 2: KID smal school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 11, 2019, 08:00:19 AM
YEAR 9

         we decided to build a small RK stone chuurch and a 9x9 cemetary.with the DS ore mod,the stone church will suit it well.

         why are there no nomads? the game does calculations inside itself and can change where the nomads should arrive on the maps.we had 1 group of nomads and several years have gone by since. the ony thing we did was more construction. i know it has been debated ,but it has been proven that the nomads' arrival point to maps can move. on this map the whole left side is bocked by water.

          to force the game to adjust and give us nomads,a KID OT stone boardinghouse will be built near the trading district.it can serve as a rest stop for anyone traveling by on the river.aong with it,`we built a holding pen for any livestock.

pic 1:RK stone church
pic 2: holding pen
pic 3: the trading post stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 12, 2019, 06:47:06 AM
YEAR 10 REVIEW

         population 30, half educated,in 6 houses. we had only 1 family arrive as nomad helpers. we did expect more help than that. did something happen at the main fort? was another expedition started? did the next group get lost on the way? at least you would think a messenger woud have came to tell us.

       the gathering has paid off. we have some wild oats, a variety of veggys and fruits to go with the potatoes.we did hunt some deer to go with the 2 types of fish. we made some charcoal,lumber,glass, and bricks.we repaired enough tools, that we do have some new iron tools still stored.

         the DS construction yard has been kept busy.the 1 nomad couple took over growing flax and making clothing. some of our youngsters work to cear brush and collect food near the workcamp. others have made traps for beaverssquirrels, and foxes.it took time but we managed to get a dirt path to the main river and south creek. we have a trading post and holding pen to the north.a school and church were built.more and more storage sheds and barns had to be built since we kept filliing them up.

     it has been a slow but steady pace. without nomads,we had to rely on our uneducated youth to haul materials. they are getting old enough now to want their own houses.soon we will start expanding out from the workcamp.

      i did use the time to look at more of the DS buidings. they do require different materials. if it is like CC,to build 1 you need to build 2 or 3 others to have the building materials. we will need more workers before we can support mines and industries.

      there is good and bad to my mod list with the DSIM mod. the clear tools are super helpful with the varied food gathering. i can't sence the happiness and health changes.my health has dropped only slightly.i don't think it is the propertime mod affecting that.i am unsure of which mod is holding the health and happiness up.i don't want to adjust the mod order and start over.i would like to get the happiness and health to have more affects on the game.howeveri don't see how i can without a major overhaul to the mod list. one of the give and takes with the game. in between maps i will look at trying a few adjustments.

    we need to get foresters started,acquire some livestock and a grain seed,and start a mine or quarry.we should epand out a lot in the next 10 years.

pic 1:yr 10 stats
pic 2: production
pic 3:: inventory
pic 4: low inventory
pic 5: citizen graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 12, 2019, 09:08:03 AM
YEAR 10

         WOW,a couple arrive with a child. yep just 3 bannies.they won't help much.they will man the trading post and fish the river.

        the builder does seem slower.  once supplies are moved for constructioni am increasing the builders. 


       we have storage issues. i don't know if it is due to weight differences or just more items,this is slowing down the workcamp gardener even. i don't want to scatter piles everywhere. some RK stone markets are needed to start storing items for the city.this will move enough stuff that the workcamp can function better.

       a raw material,building material,and a supply market are completed. we built a Fulbert house for the worker and a 13yr old female took over. we built another cabin near the work camp and another young couple moved. we still have  older bannies who refuse to move yet.

pic 1:KID WW cottage for the nomad family
pic 2: RK markets, a raw,supply,and construction material
pic 3: market supplies
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: RedKetchup on September 12, 2019, 03:00:18 PM
no school yet ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 12, 2019, 03:26:53 PM
there is a little white KID's tiny school. built in year 8, in the winter pic. i did that to conserve iron.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: RedKetchup on September 12, 2019, 04:12:22 PM
Quote from: brads3 on September 12, 2019, 03:26:53 PM
there is a little white KID's tiny school. built in year 8, in the winter pic. i did that to conserve iron.

i was asking cause one of the picture was showing xx/0/xx adults/student/children
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 13, 2019, 08:36:13 AM
YEAR 11

        we decide to expand across the creek and start on the foresters. 1 KID forester and gathering hut wil be built since they have storage. a n RK old hunter cabin will house 1 couple.outside the radiousa DS hovel and an old RED shed wil be built.since it is so far away, the market vendor and construction yard worker will help.with other workers hitting limits,we will have plenty of help. 

          with the forest, we will have less laborers. the blacksmith,tailors,and wood cutter will help. new help should arrive about every 3 years. enough time to expand, build more houses, and restock supplies.

      i forgot to stop the combo forester from planting.no wonder the workcamp was getting overgrown.he will be busy for a while.it'll take a few years for him to recut all that he planted.

      1 merchant stops each year at the trading post.none have had seed or livestock. a few have had food but never any grain.
we have yet to trade for anything.

pic 1: my oops. i forgot to stop the combo gardener from planting so the village is overgrown
pic 2:forest construction
pic 3:forest 1, mixture of several mods
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 13, 2019, 08:39:16 AM
does anyone besides me use RED's little storage shedthat is in the last pic? that ittle shed store a huge variety and works for backyards or workplaces. a small 1.06 mod but really useful.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 14, 2019, 05:22:40 AM
YEAR 12

          the buider is finishing a cabin. once it is completed,all the young workers will be moved from their parent's homes. the contruction yard worker will switch to making more charcoal. he has 300 lumber stored.it doesn't take him long to make over 600 charcoal. he can make more glass during the winter.

     health has dropped to 3 hearts. we need a grain seed. the little wild oats we find has helped slow the drop. some of the workcamp bannies are down to 1 heart. at 1st, i thought this was job related. after more investigating,i think it is the different houses plus the job. the construction yard worker lives in a Fulbert house and has better health than the mini blacksmiths who live in cabins. so far no one has been sick.

pic 1:growing workcamp
pic 2: health check, the mini blacksmith workers live in cabins and are not as healthy as the construction worker. so far no one has been sick. they did use some herbs, a couple years ago.

pic 3: forest outputs,hunting is not good here. thankfully with the many modders, the gathering system is working well even with its flaws. there is a trapper advantage,although we can't use pelts for clothing.KID's mods gather food that the laborers or food gathering tool will not.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 14, 2019, 06:00:07 AM
    everyone left me now i am 2 maps behind. suppose there is good and bad to that. i do want to run this map and gain more knowledge of how the DSIM mod works. there is a lot here to look at and figure out.

      NILLA says adding mods akes the game too easy. 1st challenge is to make them all work. some are very specific on where in the order they need to be. 2nd challenge is accepting the give and takes. this can become a battle as what i want the game or mod to do sometimes it won't let me. beyond that i add mods to help and others to offset and make the game harder. all depending on my ideas for that particular map.

        i admit i have this map goofed up on the mod order. i added the DSIM without adjusting much of the mod order. due to the mod order,there are less deer. hunting is very bad here. i can't sence the health and happiness changes from the DS mod as much as i would like. there appear to be some affects from it. i do have a mod that is like a bandaid to offset deaths. this should prevent a disease from killing off the bannies which will buy me time to figure out the health differences.  as i let the education level drop, production drops.  at the moment i have food and some supplies stashed ahead. as i start using more of the DS processors, it wil become much harder to keep up on supplies.

      not only is there a lot to look at with the DSIM,i have mixed ideas floating around in my head. after this map,i'll make some adjustments to the mod order and try to fine tune things.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: MarkAnthony on September 14, 2019, 06:16:07 AM
Try it with just DSIM by itself and with only the DS Log Cabin mod, the DS TownHouse mod + patch and maybe the DS Wagon Vendor mod too. That's the setup I went with.

I didn't use anything that would make DSIM easier except for the wagon vendor to move stuff around.  Basically I was trying to skip any of DS' mods that would make production easier - so no DS Jetty & Bridges, no DS Oil Mill, no DS Timber Mill, no DDSV Production or Services etc. No tiny stuff except for Kid's SmallTownHall.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 14, 2019, 09:46:34 AM
Oh no, I don´t say adding mods makes the game easy. Where did you get that? It may, but it may also make it more difficult. You can say nothing in general about that.

I agree with @MarkAnthony; if you really want to get a feeling for DS mods, use only his mods. You don´t even need to bother about mod order. He has made recommendations and they work. Personally, I wouldn´t dare to play it the way you do, with such a large uneducated workforce. You know, you lose the half by each step you are processing in many sites, and 2 steps losing the half each time doesn´t mean you lose 50 % in total, it means you lose 75 % if uneducated workers do the job, and maybe something is processed 3 times, and there will not be much left. It´s pretty brutal.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 14, 2019, 01:49:21 PM
i am going to load cannons to defend the city from you 2 trying to burn it down. if that doesnt work, RED will make catapults. NILLA you said something similar about mods in your Pharoah map.

yes,i have noticed the DS processors get heavily affected by the uneducated. when i use TOMs nodic climate,i have to send the smart workers to grow food.i have noticed lately, the builder is slower and i need to stock sites then increase builders. i think both  RED's and DS mods change the builder if he isn't educated.  as nomads arrive, it makes sence to send them to mine or some processing project.like the 1st couple went to making linen clothing. with the DSIM, the penalty is huge for using nomads that way.

      a lot of the DSIM buidings will probably go with the train north of the river. this 1 little mine mountain near the workcamp wont be able to fit many mines. a long ways to go before i get to the north mine mountain.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 15, 2019, 06:24:37 AM
YEAR 13

         we will need iron.we send the workers out looking for iron ore.we haven't seen much of it.the builder will work on a small DS iron ore mine.i have other options but i want to use the DS buildings for now.we will try to build workplaces ahead of nomad arrivals.next a mid-sized bloomery smelter will be set near the mine. the laborers have found more iron ore. it is hard to locate the ore threw the trees, so i sent them out to a few large areas to search.they  bring back stone and food as well. 

     our builder got excited for a minute. he thought he caught the trees on fire while moving supplies for it.was no fire just odd smoke and shadows on the trees.i tried to take a pic of this but then the fire went out.

    this is suppose to be a valley map. we are at the edge of the Carolina foothills.there are very few hills. each mine has to be carefully dug to give as much space for others as possable. RK deer are very timid and spook easily.they have ran off deep into the forests.  the DS smoke scared away all KID's wild bison. as such huntiong is not good here at all. the hunter has gone 2 years without a kill.we will live on fish. 
-------------------------------------------------------------------------------------------------------------
YEAR 14

          we need to improve trading. i woud rather build the farm trading post to bring both seed and livestock. the curve of the river won't allow it to fit. a small RH trading post for seed only will be constructed. the new trading post can be stocked with linen coats and just enough flax to negotiate some trade deals.

         9 nomads arrived.5 adults,a 10yr old girl,and 3 8yr old children.1 will smelt the irorn ore and 2 will work the small mine.they will work together to build 3 DS hovels. a 23yr old male stayed at the boardinghouse.we hoped he might  move in with our single 21yr od female.rumor is she is dating the hunter. she did have a baby boy at the end of winter which adds to the gossip.

pic 1: DS iron ore mine and bloomery
pic 2:RH seed  trading post
pic 3: DS hovels
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 16, 2019, 06:35:05 AM
YEAR 15

         since the worker was uneducated,we ony got 11 iron from the bloomery. took longer to build it, than he worked it even.we have plans for some of the iron so we will need to rebuild the bloomery.

       i know other players frown on this but it does work. an od 1.06 industrial market will be used as a center for the mine workers.a DS mine overseer will be added and more storage will be needed.the industrial market will help move logs from the forest and store stone,minerals, and iron.it will need a food market and some 1.07 storage.

      ouch, i don't like this condensed menu for the overseer. it is small and doesn't give us production numbers. the building style is nice and fits well with a mine camp.

     we will need to build a house next year. there is a couple in the boardinghouse since the remaing nomad took a graduate for a wife.

pic 1: inventory and limits
pic 2: bloomery rebuild,
pic 3: indutrial marktet
pic 4: overseer  small menu,note the lack of snow  on the buiding footprint of the overseer and well.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 17, 2019, 06:50:00 AM
YEAR 16

           Nilla will scowl at me with the uneducated production losses.let's ignore that for this map.since this is primarily DS,i will stumble around to figure out what these buildings do and what materials i need to build them. i'll make adjustments between maps and do things different.for now, i want to continue using nomads for these mine and processors even thou it will mean lower outputs. we will need more workers to to work the mine village before adding many buildings.

       we will need more food to handle more workers.the newlywed couple will move near the church and add another field.a few more storage sheds will be put to use.

      this iron bloomery is going to drive me nuts. i think DS did that on purpose.we need to rebuild it again already.behind it we choose a larger bloomery. we don't have fuel for a furnace nor enough materials to build it. the blacksmith can process the iron so fast. the way it is setup the builder does all the work. hence it ties him up from other jobs.i'll drop the bloomery to use 1 builder.

      the combo gardener will work to clear trees around the mine center. a mixture of crates and barrels are set near the overseer and a CC food cart has been added.

pic 1:newly wed couple and new field
pic 2: larger bloomery,the BS empties these so fast.like all the work is done by the builder.
pic 3:mine gardener and CC food cart
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 17, 2019, 07:05:54 AM
I already had, once is enough, so no more comments on low production and fast disappearing raw materials.............you´ve noticed it yourself. Maybe you can try the old trick and only settle "newlywed" graduated students in areas where you plan to build your metal industrial buildings. It isn´t foolproof, but better than to locate newly arrived nomads in such houses.

Yes, the rebuilding and demolition of the bloomeries and charcoal piles are annoying. You need more builders than you usually use. It´s good advice to save materials to build a blast furnace soon.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 17, 2019, 07:32:47 AM
i debated the idea of using the educated workers for production areas. game-wise that would work. my habit from using TOMs nordic mod is to send the educated to work fields. plus it makes sence that new help would be sent with assignments.a group to mine,another to cut logs,group to build factories,etc. the game doesn't allow that thou. DS has made a penalty for using the uneducated workers. much more lost production than normal.

      we are saving a variety of items. from what i see and from playing CC before, i need 3 buildings to get 1 going. need clay and pottery to even build the furnces and better mines. so far i keep stopping myself from using different mod options. i do think most of the DS buildings will go north of the river with a railroad.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 18, 2019, 06:33:28 AM
YEAR 17

         We made our 1st trade for 3 red dairy cows. a 10x25 pasture will be cleared by the lake.during the winter we traded for oat seed.
        a hearth is built to make copper tools for the miners.the bloomery worker switches from smelting iron to this.he and the builder worked hard for the 28 iron that is stored.

       we had our 1st death. a lady died during child birth.

pic 1: 1st trade
pic 2: pasture
pic 3: DS hearth
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 19, 2019, 07:00:35 AM
YEAR 18

         our 3rd trade is for iron.we take in 30 iron.we also acquire rasberry seed for our 4th trade.

       2 oat fields are planted and 2 potatoes.we clear our 5th field and an orchard. we add a textile market to the RK market set.work begins on a townhall.

YEAR 19

         THE teacher died during child birth.the new teacher moved into the former teacher's home and adopted her children.health is down to 2 and a half hearts. i wonder if that  caused the teachers death. our diets will improve soon.

         this map is being stingy with nomads.that is slowing down progress. i have used the time to look over the DS toolbars. to build 1workplace it appears we need at least 2 others, which we don't have enough workers to support.i have tried to use more of the DS buildings and mines. if we run short of iron and stone, i may have to use some other options.

        the laborers collect about 1500 food.they didn't collect any this year.they were busy trying to find stone. we will need to send more to fish the lake to make up for our hunting.after 2 good years of trading, we are behind on clothing. we are holding a mixture of items.some we have processed and some we are unsure where we might need it.

pic 1: 5th field
pic 2: future townhall
pic 3: health check
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 20, 2019, 06:26:55 AM
YEAR 20 REVIEW

         population 69,half are adult workers. 52% educated in 17 houses.health down to 2 hearts and happiness down a half star. we have almost 2 years of food stored.we make copper tools, repair with stone,and still have 23 iron tools stored. the construction yard has made lumber,roof tiles,bricks,and glass. we have had 2 vendors off and on woring between the many markets to keep goods mving.these and the trade posts have been micro managed.

     we had 2 sets of nomads during the last 10 years.we did expect the old Landing Fort to send a lot more help.mostof the merchants that stop are lost and trying to find their way back to the Fort.they carry tropical seeds,fancier goods,and odd trinkets. we did acquire 2 seeds,red cows,and some iron. those erchants came from a faming town called Campbell. they had no news either on where our help was.since the Landing Fort was established more wild animals had been seen waundering out of the forests.bears and wild boars have multiplied considerably since the Old Landing Fort was built.

     we have added 1 forest,1mine,and improved the trading. our blacksmiths have tried some smelting of iron and copper.
even without much help we managed to expand and accomplish our goals for the last 10 years.

    hopefully the next 10 years goes even better.  we need more to fish the lake more.a mill and bakery will stretch the food.we will soon need a way to increase stone. much depends on how much help arrives. i'd like to get another mine dug into the mountain.hopefully there is room for 3 or 4.we also want a quarry to dig stone from the lake. we will extend the farming across the north shore of the lake.we will need another school and a trade good for the CC dock trading post.
if we can get 2 groups of 10+ nomads, we will speed up the progress.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: citizen graph
pic 5: RK market stock
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Nilla on September 20, 2019, 06:46:52 AM
Have you any idea what mod is overriding the DS happiness system? Or do you have some trick? I can see nothing on your mod list that seems to have that effect but it´s also obvious that your Bannis aren´t affected from the DS Industrial Mining when it comes to happiness. Whats´s even weirder is that they seem to be affected by the harder health. When I play, not many can reach more than 3 stars without alcohol close and also within the circle of a hospital with a doctor, but you seem to have none of them.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 20, 2019, 07:35:49 AM
good question. that is a hard 1 to answere. the health has dropped in soe houses ore than others.i think it is both the job and house related. happiness is similar.both should drop the production. in some workplaces, they seems to have more affect than others. there is a church and cemetary. the bad circle of the construction yard doesn't overlap a house. it is a small circle. the bannies do have a variety of food but in tiny amounts. i sent the vendor hoping he would bring back more from the forest. the laborers do gather food in different spots to force them to drop it closer to town and the trading area. i don't think the propertime mod is affecting the happiness. the safety od should make less deaths but not override health or happiness.

     i saw your health and happiness drops. my thinking is as far as yours dropped, the town should have gotten sick and been dying. that is why i kept thinking there should have been a way to slow the drop. the bannies being excited to be in a new area to explore should have kept the happy a year. the longer they were happy and healthy the more tie you would have to work to avoid a hard drop. it ust be challenging to the modders to try to code the happiness and health effects and keep a balance. the ore the modders experient with those the better the game will be. they do make it interesting.

       the ultimate way would be for TOM's education system and happiness and add in DS's health.but change the alcohol back to TOM's juice idea.
that way the bannies don't drink all the alcohol and burn up food.and since the children drink the alcohol it akes more sence. yea yeah i am dreaming. can any of that be done? it would take about 5 huge tests.as you see now it is hard to tell when another mod offsets or adds to those affects.

       am i right that TOM changed the education of farmers in 1 North mod and changed the ale away from alcohol to food in a different North version?  and even then will his settings over ride a different modded tavern's alcohol?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 21, 2019, 05:34:27 AM
YEAR 20

          it does pay to play ahead and keep save points.i found an issue with KID's WW cottage not storing charcoal. the trader and his family's haleth have dropped and he is much slower at stocking supplies.the CC cart was stocking everything but food.i want to replay this year and solve get some firewood moved for the trader and build a small EB food market for the mining center.another weird thing happened. the flax is reversed on the trading post menu from the townhall menu.we were sending flax that was needed for clothing instead of the DS flax.now maybe the trader will work harder.

           in late spring 13 nomads arrive.9 adults and 4 children,4 families and a 10 yr old laborer.2 couples will move to the mine area.2 will work the iron ore mine.the other 2 couples will move to the north lake shore. as young workers move in, we will add more houses.

        a larger group had been sent prior to this 1 but never arrived to us.the Landing Fort was expanding and needed more workers.in his letter, the fort general apologized and promised to send more groups soon.


          we cleared a 2nd orchard and built a RK dock fishing pier.

           the firewood charcoal issue is affecting the DS hovels also. i will need to find a way to deal with this charcoal.     

pic 1: charcoal issue, not storing in soe houses including the DS hovels
pic 2: EB food market for the miners
pic 3: main wood chopper to supply the trade area
pic 4: RK fishing dock
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on September 21, 2019, 06:07:50 AM
 the last year was replayed and a year or so later was also.the bannies worked to solve the charcoal issue. they stocked the RK mrket with more firewood and worked to use up the charcoal. in the process, i forgot they needed lumber in the mine and ran that behind.

      tools and clothing are behind.food production is decent. the main market vendors seem slower at stocking them as well. i can't sat exactly why.is it the education penalty from the DS mod or from the health dropoff? if it was just education, i would think food would suffer more. even with the DS ablove most mods,it is like it skipped over the RK and affects the other mods.

      i am stumbling around. progress is very slow.at this rate it, will take a 100 years to get this map where i want it to be. that is starting to frustrate me as it is more time than i want to commit with this mod order.

      after a few days, i decided it was time to reorganize the mod order. i don't like changing maps mid game. the DS buildings with the RK railroad was to go north of the main river.it would have taken a long time to get there and we woud have to fight for iron the whole way.it became a tug-of-war between what i could do,what i wanted to do,and what made sence.  i was trying to use DS buildings more than other mods.yet we didn't have the space in the mine mountian nor the population to support them.

      i mainly wanted to use the DSIM above the RK get see how the mod works.my long term idea was always to add the DSIM to the RKEC. it took longer than i expected to move some mods. i do have confidence now that the mod order is better organized and the Gremlins are caged up. it should work much better. with a base set up to the mod order it will be easier to move mods in and out or adjust things.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Artfactial on April 30, 2020, 11:46:53 PM
Very informative run on what DSIM does to the game, exciting stuff.:)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on May 01, 2020, 06:34:34 AM
i try to add little tidbits of info now and then in my map blogs. i like how i have the DSIM set now. it doesn't handicap or cause issues. KID made an education patch that helps boost some work outputs. the patch works much like TOM's system allowing farmers to produce well but education is still needed for specialists like blacksmiths. i can still build the DS buildings without having to worry bout the happiness system.

   to use the happiness and health system of the DSIM, use it with the NORTH mod. it is a neat system but those 2 are the only main mods that work with it.

    i've done way too many of these short test maps. there has been a good payoff in that my mod order is stable and works well. took time to work thru different issues.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: brads3 on May 01, 2020, 06:40:11 AM
make sure yuou check out the train map where i got the DSIM and RKEC tuned to work well together.

http://worldofbanished.com/index.php?topic=3542.0
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: DS industry-RKEC tests
Post by: Artfactial on May 01, 2020, 06:59:43 AM
Will do, thanks.:)
Yeah, I really admire your dedication to testing it all out, especially sharing it with us to learn from!