World of Banished

MODS Garage => Mod Talk => Topic started by: Discrepancy on May 15, 2017, 03:22:44 AM

Title: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on May 15, 2017, 03:22:44 AM
(http://ds-mods.net/wp-content/uploads/2017/05/Untitled-1a.png)


Available in two mod options:
Normal or Advanced


This is:
Advanced v1.2  DSBlastFurnaceAdv.pkm  UPDATED 22May2017

   Made for games played with The North (http://www.banishedventures.com/north/).

   Adjusted Coal resource production numbers (24-32 Coal per work cycle) matching The North.
   Iron Ore production: 9-12, also Iron: 3-4, all the same as The North.
   Some mines have a constant life-cycle cost, are also upgradeable for further production,
      eventually this will require 'Candles', these can be bought from the Trader,
      or can be made by a Chandler/Candle Maker if using another mod.
   The Coke Ovens will process the Coal into Coke at a rate of 4 Coal in for 3-4 Coke,
   Coke/Charcoal/Iron is flagged as a Materials, same as The North. Coal is flagged as a Fuel.
   The Blast Furnace will require 4 Iron Ore + 2 Coke/ or 2 Charcoal to produce 3-4 Iron.


Quote
Available in two mod options:
Advanced or Normal - available from here. (http://worldofbanished.com/index.php?action=downloads;sa=view;down=298)

Both versions include:
Blast Furnace, a large production smelter for turning Iron Ore into Iron.
Small Iron Ore Mine, a small upgradeable mountain mine extracting Iron Ore only.
Coal Bell Pit, a small production coal mine, easy to build on flat ground, extracting Coal only.
Battery Coke Ovens, modular construction for processing Coal into Coke.
Rail Cart Storage, 2 options to build small mining rail carts to match RK's Choo Choo mod.
Thudd Surrel & family Industry buildings, matching production & storage:
Industry Mine, a large production mountain mine, extracts Coal or Iron Ore.
Industry Market, large market for all mining, industrial & construction resources.
Industry Storage, a storage barn for all mining, industrial & construction resources.
Storage Barrels & Boxes & Crates

Decorative: Small  Iron Ore Mine Entry, Rail Carts, Barrels, Boxes, Crates.

(http://ds-mods.net/wp-content/uploads/2017/05/v1_01.jpg)

(http://ds-mods.net/wp-content/uploads/2017/05/v1_02.jpg)




Download:
- Download from here (http://worldofbanished.com/index.php?action=downloads;sa=view;down=299) the latest version
       (follow onscreen prompts, you will be taken to mega.nz site to download file, click 'Download through your browser' progress will be shown on page, you will be prompted to save the file when complete).
- Once downloaded, extract the contents of 'DSBlastFurnaceAdv_v1.2_22052017.rar' (.rar size = 10.9MB/11,169KB)
- Place the file 'DSBlastFurnaceAdv.pkm' (.pkm size = 24.6MB/25,227KB) inside your 'Banished/WinData' folder.
- Enable the mod in the mod screen list on main & pause screen menus.
- It is suggested to place this mod below The North.



Change Log:
DSBlastFurnaceAdv.pkm

 v1.2  --  22052017
         - Changes to Blast Furnace:
            - increased rate of production (now work time=8/required=5).
            - increased number of use & create points (now 12) and total number of blacksmiths up to 10.
            - fixed wrong resource limit associated with Blast Furnace.

 v1.1  --  18052017
            - better compatibility with The North mod.
            - fixed incorrect limit spinners on buildings.
            - added second railway cart option like normal version.
            - updated carts for Adv. version - one holds Materials (CoalFuel), the other (Fuel).
            - allowed Industry Storage barn to hold more flags (CoalFuel & Fuel).
            - UI & string text improvements.
            - increased total size of Industry Mine to 84000.
            - Added inventory to Small Iron Ore & industry Mines to show input of logs.

 v1.0  --  15052017
            - initial release.

Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Discrepancy on May 15, 2017, 04:05:05 AM
version 1.0 is now live.


testing has been limited,

the Advanced version can be used on Banished v1.0.6 or newer.

It is also recommended to play with The North for the matching Iron Ore industry.

This mod does not alter the natural resource of iron.

I'd appreciate ideas and suggestions on balancing.


**currently my candle maker in DSSV: Production is making the wrong kind of candles to be compatible with this mod & CC/MM, candles will need to be bought from traders.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Maldrick on May 15, 2017, 04:20:02 AM
Very excited to play with this!

I've had to AFK due to some RL stuff this past week but I'll be back in-game in the next day or two.  Hopefully have some feedback for you, shortly after.

Thank you!
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: elemental on May 15, 2017, 04:22:04 AM
Great to see this one released.

So the normal version is CC compatible and advanced is North compatible. Is the advanced version also CC compatible (and should it be placed above or below?) or is it totally incompatible with CC? Apart from compatibility with CC and The North, is there any particular reason to pick one version over the other?

Also, are the train tracks included or do we need Choo Choo for those?
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Discrepancy on May 15, 2017, 05:58:19 AM
So the normal version is CC compatible and advanced is North compatible. Is the advanced version also CC compatible (and should it be placed above or below?) or is it totally incompatible with CC? Apart from compatibility with CC and The North, is there any particular reason to pick one version over the other?

I suppose the advanced version is compatible with CC. though if loaded above it would alter the production outputs of the iron ore, coal, iron, etc. If you want try it. But the normal version is still better for CC.

Quote from: elemental
Also, are the train tracks included or do we need Choo Choo for those?

No, you will need RK's Choo Choo mod. there was no point in me making/releasing the same thing when RK's mod is compatible.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Abandoned on May 15, 2017, 06:52:46 AM
@Discrepancy very nice for the North & 1.0.6.  If you are still thinking of a deco version with tunnel & carts, could you add at least a piece of straight track to it so not to always have to use choo choo, please?   :)

Is this save game compatible?
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: RedKetchup on May 15, 2017, 09:01:33 AM
i personally dont care @Discrepancy  if you want to release tracks from choochoo as a stand alone deco
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: elemental on May 15, 2017, 03:22:46 PM
@Discrepancy very nice for the North & 1.0.6.  If you are still thinking of a deco version with tunnel & carts, could you add at least a piece of straight track to it so not to always have to use choo choo, please?   :)


I'd have to agree that self-contained mods are better. I don't use Choo Choo (but I will if I have to) but at the very least it would be nice to have all the track pieces in your menu along with the carts. Just put a credit in the pop-up description "Tracks made by RK" or something like that. But of course adding them in is more work, so I understand if you don't want to add the tracks to your mod.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Tom Sawyer on May 16, 2017, 01:26:33 PM
This has become a great set. I tried it in game and it looks amazing. The version made to play in the North doesn't really fit in the limits. Coal is actually a Fuel there, ore follows the ore limit which is Iron technically and metals as well as charcoal and coke are materials (CoalFuel). But ok, it's a 1.0.6 flagging and with new flags it will fit better. I hope we will get the update to 1.0.7 soon.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Nilla on May 17, 2017, 12:42:51 AM
This has become a great set. I tried it in game and it looks amazing. The version made to play in the North doesn't really fit in the limits. Coal is actually a Fuel there, ore follows the ore limit which is Iron technically and metals as well as charcoal and coke are materials (CoalFuel). But ok, it's a 1.0.6 flagging and with new flags it will fit better. I hope we will get the update to 1.0.7 soon.

Does this mean, that they don't work together?

I've just started a new game, where I wanted to test this mod in the North.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: QueryEverything on May 17, 2017, 02:00:38 AM
Hi @Discrepancy I decided to take this little gem on a whirlwind test tonight and I found a couple of things, seems to be about my load order, due to the little icon/sprite missing, as the items do work, when clicked on them.

I've attached a couple of screenshots. 

When I place the Blast Furnace at the top, over the storage mods, then it all works fine. 
It seems to be the DS Small Village - Storage mod which is the one with the conflict.
When I disable the mod, or put it below the Blast Furnace, it all works correctly.

No problem in doing this, but if there are others having the same problem it may be worth a note in the download pages.
I have not attempted this on the "Advanced" as I don't run Tom's "The North".
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Discrepancy on May 17, 2017, 05:59:27 AM
@QueryEverything , thanks for that.

I am aware of the issue.

As I was finishing the blast furnace, I realised that I still hadn't made my base community menu big enough... I hadn't included enough generic menu buttons.
So I added more, and this is what causes the empty menu buttons when any other DS mod that isn't DS Blast Furnace or DSSV Production beta3 is loaded above.

So load orders should be:

DSSmallVillageProduction.pkm
DSBlastFurnace.pkm
...all other DSprefix mods




This has become a great set. I tried it in game and it looks amazing. The version made to play in the North doesn't really fit in the limits. Coal is actually a Fuel there, ore follows the ore limit which is Iron technically and metals as well as charcoal and coke are materials (CoalFuel). But ok, it's a 1.0.6 flagging and with new flags it will fit better. I hope we will get the update to 1.0.7 soon.
Thanks.
Yes I realised that once I loaded it up with the north... I had completely forgotten about that, and was too impatient the other day to work out which limit was which and adjust everything.

@Nilla , I will try to put up an update within the next day.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: QueryEverything on May 18, 2017, 01:06:38 AM
No problem @Discrepancy
It most likely won't be noticed by most players if they put the most recent on top, I just happened to have my storage collection higher :) 

BTW - Love how the mod looks ingame :)  I have a lovely mining area being setup :D
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Discrepancy on May 18, 2017, 02:47:57 AM
UPDATED -- v1.1

This update fixes issues to increase the compatibility with The North.

These changes were only required for the Advanced version, there is no plan to update the Normal version.



Change Log:
 v1.1  --  18052017
            - better compatibility with The North mod.
            - fixed incorrect limit spinners on buildings.
            - added second railway cart option like normal version.
            - updated carts for Adv. version - one holds Materials (CoalFuel), the other (Fuel).
            - allowed Industry Storage barn to hold more flags (CoalFuel & Fuel).
            - UI & string text improvements.
            - increased total size of Industry Mine to 84000.
            - Added inventory to Small Iron Ore & industry Mines to show input of logs.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: Nilla on May 18, 2017, 03:41:01 AM
Thank you, I will try it and Ill let you know how it works.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.0
Post by: QueryEverything on May 18, 2017, 07:26:43 AM
I haven't gotten to the storage, or other accessories yet, but so far really enjoying my little mining area :)


I will be adding a secondary area with the rest of the buildings :)  Excellent work @Discrepancy :D 


**note, the other tiny mines & stonecutters are from @kid1293 mod:  Kid - Tiny v1.3 (http://worldofbanished.com/index.php?topic=1502.0)

Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on May 22, 2017, 04:29:43 AM
Updated to v1.2


v1.2  --  22052017
         - Changes to Blast Furnace:
            - increased rate of production (now work time=8/required=5).
            - increased number of use & create points (now 12) and total number of blacksmiths up to 10.
            - fixed wrong resource limit associated with Blast Furnace.



I just checked, it seems to be save game compatible, but I think you'd have to demolish and rebuild the blast furnace to get the changes.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on May 22, 2017, 06:04:25 AM
I will try to make an upgrade. Ill tell you if it works.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Abandoned on May 22, 2017, 12:30:19 PM
@Discrepancy I am going to have to give this a try too.  How can I have a mining town in the North without this mining set?  It could be Christmas before I get back to the North so will try to add it to the currant map, I think I have just the spot for it.  It may take a chapter or two to get it into the story.  Wish me luck.  :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on May 22, 2017, 04:45:25 PM
:) good luck @Abandoned
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Abandoned on May 23, 2017, 04:48:09 AM
Thank you  :)
Title: DS Industry Mining in The North previously Blast Furnace Advanced
Post by: Discrepancy on February 12, 2018, 12:34:31 AM
I am in the process of updating this mod and expanding it significantly:

To differentiate the mod from BlastFurnace.pkm (DS Blast Furnace & Industry Mining) (http://worldofbanished.com/index.php?topic=1720.0) it is having a name change:

DS Industry Mining in The North
previously known as Blast Furnace Advanced (BlastFurnaceAdv.pkm).

In this new format it is a mod about setting up a large scale mining and smelting industry in The North.
DSBlastFurnaceAdvTheNorth.pkm
   
So, my thoughts on it (much of it is already coded and modeled):


   The introduction of Limestone (RawMaterialLimestone) as a resource.
      ** Limestone is now used as an additive to the Blast Furnace when smelting (third ingredient: Iron Ore + Coke + Limestone),
         it is utilized in the process to produce the slag which removes impurities from the iron.
      ** Limestone can also be used in the production of Bricks and Roof tiles as a substitute for Clay in the recipes.
    Rather than add another mined stone, Limestone is produced by heating Stone in a Lime kiln with coke or charcoal.

   2x Lime Kilns are included: A battery Lime Kiln matching the battery Coke Ovens. And a standalone quicker production Lime Kiln.
   
   Lumber is required for some building construction and operation/production costs at mines.

   Bricks & Roof tiles are required for building constructions.
   
   option of Candles or Seed/Veg Oil are required for upgraded mine operation.
   
   option of Oil Lamps (made from Clay) are required for upgraded mine construction.
   

Questions... and possible alternate thoughts:
- Is this adding of Lime(stone) going to be unnecessarily difficult? Remember this is a mod that is required to be played alongside The North (http://worldofbanished.com/index.php?topic=2123.0) mod by @Tom Sawyer .

- Should the Iron instead: not require Limestone, and be the normal Iron Ore + Coke/Charcoal ? ...
         ... and introduce Steel (Iron Ore + Limestone + Coke/Charcoal) again in The North for the production of Steel Tools?

- First builds of the small mines will require basic resources: Logs + Stone to construct.
- Upgrades and the Large Industry Mine may require things like: Lumber + Bricks + Roof tiles + Stone + Iron + depending on the mine upgrade option Oil Lamps / or Iron Fixings to construct.
      - the mines that are constructed with Oil Lamps will require a Seed or Veg Oil + Lumber to operate and extract the Iron Ore / Coal.
      - the mines that are constructed with Iron Fixings will require Candles + Lumber to operate and extract the Iron Ore / Coal.




Other:
- I am also working on a Clay mod to extract clay, make bricks, roof tiles, pottery and oil lamps. So far I have made 1 Clay Kiln, almost finished a Clay Pit and made all the resource models.

- I have also made a working oil press mod. It is basically ready to release but I'm waiting until I know exactly how I want to use the oil.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on February 12, 2018, 01:52:36 AM
Clay:
(https://i.imgur.com/u7ybTlk.jpg)
Oil:
(https://i.imgur.com/NZyAoWJ.jpg)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: RedKetchup on February 12, 2018, 02:15:28 AM
that look so good !!
i love that rook, look so real, you can almost feel every plates :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on February 12, 2018, 12:22:38 PM
That sounds interesting @Discrepancy. I already thought you have discarded my outlaw flag sheet.^^ So if this is going to be Nordic stuff I should join this thread. Since there is a progress from medieval to early modern age this is a great addition together with your townhouses and I'm a fan of this furnace and the buildings you created around it.

With limestone I'm not sure yet if it will make it more interesting or too complicated. I read a bit in wiki and as you write it's used as flux together with quartzsand (from my sand pit) to bind stuff in slag and so on. Limestone extracted from "stone" in a kiln would be a way, yes. Or mined as a second option in the quarry?

Basically I find it important that an industrial way creates a feeling to become more productive and to solve issues of medieval time with slow and cumbersome metalworking by bloomeries and depleting forests for charcoal. I kept this intentionally to give way for this industrial chain but too much effort or complicated steps and stuff for the coke furnace can easily remove this effect. Let's test it in game then and see if it's more interesting with limestone and/or quartzsand or not. In case of doubt I would leave it out for now. To fill the furnace with just ore and coke in a clean one row interface would be also nice.

Steel I removed to make the tool chain a bit more convinient. People can make steel tools in my advanced blacksmith shop by spending more time and charcoal to make them from ordinary iron. I like it this way because it doesn't need so many smithies to manage toolmaking without switching tasks. With a blast furnace it can be something new of course. Not sure yet how exactly. Maybe it's the simplest solution to just output iron. Otherwise it would need any new building to make tools from this new material.

Oil lamps for mining I like. It even can define mining as a midgame thing and as far as I know "early game Vikings" only used bog iron from surface area. I also thought about including a special fuel resource for light. Candles are nice but lamp oil sounds better to me. Question is from what to make it and in what construction by what a profession without making it complicated? From animal fat or linseed would be realistic here and flax is definitely coming in the north mod.

It also will mean to have to have this resource to get ore when no bog iron can be found anymore and people will end in a tool apocalypse without oil. So I want to be careful with that for my own mine. You are of course free with that making an industrial add-on. You also can think of using the north way of mining with unlimited production but continuous input of resources instead of this upgrade thing. Wood to build and lamp oil for light, one of each for every mining turn.

Just my first thoughts to your points and would like to here other opinions. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: taniu on February 12, 2018, 02:01:46 PM
 @Discrepancy :D When it comes to my opinions, it is a great idea - something new application to The North. Regards
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on February 13, 2018, 02:29:08 AM
I love the idea of a limestone kiln. My ancestors on my mothers side were small scale limestone burner. I can remember, when I was a child, my very old great grand father and some other old men built such a kiln, just to show, how it was made. I guess they closed this small scale business after the Second World War, but of cause, they still knew how to make it.

However, the product from this small scale burner was, as far as I know, never used to produce iron. It was used as building materials; mortar and plaster and in farming, our soil is often too acid. All iron processing doesn't need limestone. And I can agree with @Tom Sawyer, that iron processing will be unnecessarily complicated in a way, that's not historically fully correct.

I would like to see lime as a building material. I guess, that's it's more difficult to make use of it in the farming.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on February 13, 2018, 12:29:16 PM
Actually I said that I'm not sure yet if more interesting or too complicated.^^

And would you like to see lime as material especially for brick buildings or in general? I guess for old stone constructions they just used any stuff from the ground. Hm.. again I'm not sure if that is too complicated then.  ;D
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on February 14, 2018, 03:42:26 AM
What do you think about brick buildings and certain stone constructions requiring mortar as you mentioned, made from sand and lime?

Lime Kiln: Stone --> Lime
??: Sand + Lime --> Mortar

Lime also available by import but mortar not. If we don't find a better solution, the mortar can be made in the brickyard. Would give sand another use besides glassmaking and mortar can look more reasonable together with bricks at a building site and would not a real builder be happy to work with bricks and mortar?^^

The secondary use of lime could be as flux for industrial smelting in the DS furnace. Why not, it's not wrong and nice if a material has not only one use. I find this material more and more interesting. Would like to continue with these ideas and to test the advanced version here including lime kiln. I also can make my current dev version working with mortar to have this link to the DS lime kiln for a test.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on February 14, 2018, 05:45:15 AM
Sorry @Tom Sawyer for misunderstanding.

I like your suggestions for lime and mortar. It's fun with a variety of building materials. This is a realistic and useful add on.

Still I'm more hesitant, when it comes to iron processing. A long time ago such things as iron and steel processing was a part of my education, but since I haven't used it for 40 years, I don't remember much, so I have googeled a bit. As I remembered, lime is used to purify the iron from sulphur and phosphor. Techniques were developed in the 19th century to use impure ore, that had limited use before and to increase the quality to make better steel. I read that today 30-90 kg lime is used for 1 ton iron. So it's really a minor but significant ingredient in iron processing.

Of cause, if you want to integrate this in the North, I will give it a try. How to use it, I don't know. There are some options to make it interesting.

Should lime be a necessary ingredient to make steel? In this case, It would make sense that only iron tools would be produced "small scale" in the small bloomery and blacksmith. Maybe a pity.

Should it give a third quality material, even better than steel, if you use lime? Here we could have tools of 2 different qualities in a "small scale version". Building an industry would give the advantage of even better quality tools. But do we need more than 2 quality of tools?

Should it be possible to use the ore more efficient, if you use lime? This would also be a logical and interesting motivation for starting a metal industry. We could keep the two different quality tools but you would be able to save valuable raw material and produce the same quality cheaper. This sounds the most interesting alternative to me.


Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on February 14, 2018, 05:36:07 PM
Yes, a more efficient use of ore using lime sounds like a good idea. Would even somehow simulate this real effect you mentioned and would also make the furnace more attractive to build besides a faster production. I'm looking forward to how @Discrepancy decides and what he will come up with.  :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on February 14, 2018, 10:15:08 PM
 ;) haha, so am I.
I do like the idea of a more efficient recipe for iron processing. I have liked all the suggestions and discussion so far @Nilla & @Tom Sawyer and it is helping me, as I also was not sure if it would be unnecessarily complicated.


But, just to let everyone know, I am taking a few days break to dive into playing Kingdom Come: Deliverance - 5hrs in and I'm loving it, incredible story. I'd forgotten what it was like to play a game that is so story driven.
There are a lot of things to give me ideas for Banished too!
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on February 15, 2018, 01:40:42 AM
Ha! Yesterday I got an ad on youtube about the release and thought.. oh that will make DS vanish again, since we talked about this game one year ago. Have fun with it but don't get lost!^^ I hope this game will get the success it deserves. Unfortunately it's beyond the capabilities of my old guy here. He is just smirking at me and wants to say "forget it". ;D
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Hawk on February 15, 2018, 04:11:24 AM
@Discrepancy - Have you seen this?

https://wccftech.com/kingdom-come-deliverance-saving-anywhere/amp/
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on February 15, 2018, 06:20:22 PM
@Hawk , yes I have. But I like the way the saving is anyway. It makes you think and plan, instead of going straight into a fight or starting another quest you know you aren't going to finish/win, you instead need to prioritize and take care, and even more important and fun is finding different ways to do things.  A lot of players are complaining about the saving mechanics, but I don't really find it that bad. Plenty of other games have the same or similar save format anyway. It is easy enough to get back to your bed and save the game, or follow a story along to get to a 'checkpoint' where it saves automatically. I think the game has a lot of players who just don't read anything first about the game, or in the game (it has an awesome in game codex/wiki which is also a history book of the middle ages).
I'm not going to mod it at all... yet or ever, not sure. But there is so much to see and do anyway I don't see a need, I want to follow the game along as intended.
There are issues with a few bugs, but I haven't had anything serious. My computer does struggle. I have my game display settings on high (there is very high and ultra above it) and I'm only getting 30-40 FPS when walking around countryside and only 15-25 FPS when I'm in some towns/villages/castles. Some interiors are even worse only managing 10-15 FPS - but so much detail!
my comp specs are: AMD FX6300-six-core 3.5Ghz processor / 16gb ddr3 RAM / AMD Radeon HD 7870 2GB / the game is on a SSD.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Maldrick on February 15, 2018, 07:46:11 PM
But, just to let everyone know, I am taking a few days break to dive into playing Kingdom Come: Deliverance - 5hrs in and I'm loving it, incredible story. I'd forgotten what it was like to play a game that is so story driven.
There are a lot of things to give me ideas for Banished too!

That's where I've been, also.  Great game so far!  A true RPG with a focus on historical accuracy is refreshing. I like fantasy, too, but I'm a history nut and have been looking forward to this for a couple of years.  Great fun so far.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on March 08, 2018, 10:02:38 PM
Things are still coming along with this mod, it is currently my main work in progress.

I'm getting to the stage of finalizing most things and making sure all the production numbers work in the north.

I have expanded the mod considerably (now well over 50mb), it now encompasses most things that are needed to create an advanced mining industry, most buildings are included that allow the mines to operate, otherwise they are available in the North mod.

I still have a few things to get worked out, then it will need to be looked over by @Tom Sawyer .

Release still unknown - within the next month ;) hopefully.

some test screenshots:

(https://i.imgur.com/XCc6axk.jpg)

(https://i.imgur.com/DIhVXUP.jpg)

(https://i.imgur.com/52eFKFT.jpg)

(https://i.imgur.com/OsYq99p.jpg)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: galensgranny on March 08, 2018, 10:40:38 PM
I really like the look of those buildings.  :) I have been using the matching storage building and materials market, so look forward to more buildings in this set.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Hawk on March 08, 2018, 11:19:18 PM
Is this going to be for The North only?
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on March 09, 2018, 12:51:28 AM
@Hawk , this is firstly only going to be released for the North in the way I have envisioned it. Eventually I will add these buildings to the other Blast Furnace mod, but it will not be what this mod is.

The thing with the North is it has made changes to most of the vanilla production numbers which means it is worthwhile to add most of what this mod does.

Mines can either be built with Oil Lamps, and will cost Lumber + Oil/Tallow to operate, or they will be built with Iron Fittings and cost Lumber + Candles to operate. Vanilla/CC Banished would not make this method useful and be incredibly expensive.
The addition of Lime (material), it is an optional additive to iron making, as well as construction (mortar/render), though it would work in vanilla, its meaning would get lost I think.

So far I have put together a pretty long (10+ pages) booklet that will be released with the mod to explain all the changes and what it adds.
Put shortly, it has been a headache so far to try and get this all to work cohesively with The North, it will require a lot more work to then get it working for vanilla - lol, not something I want to think about yet.


I leave you with my introduction and history of the mod and where it is going for release:


The idea started with being able to have a large, iron mining industry in The North, one that could be utilised for tool making as well as offering a stable trade economy during the winters.
It was conceived first, as nothing but the blast furnace and a coke oven to fuel it. But soon the original idea expanded, as early industry mines were added, along with railway carts and decorations.

At that moment, I realised the mod was already getting bigger than it could be, or bigger than I could manage. But, at what moment does the industry stop, and when is it too big? More on that later.

Just prior to original release, I added a few more buildings that would give the industry an image; Thudd Surrel and family. A large industry had flourished in the family, they had their own industry based market, storage, variant of the blast furnace, and a large iron ore & coal mine. The family buildings are bright and bold with their own similar styles.
The mod was released in two versions: one focused towards playing with The North, and the other playing vanilla banished or with most other mods.
At heart though, the mod is tilted in the direction of the North.

Updates were made to the mod, which eventually added the Thudd Surrel & family Merchant to the vanilla based mod. With its own trading boats it can handle the purchase of most goods for the town, finding steady outside trade customers to purchase the industry produced iron and coke.
For its full potential though, it needed to get to the North.



This brings us to this new version, and in answer to: when is it too big? the answer is, not yet.

Industry has risen sharply. This mod adds a lot of new buildings, resources and small industries that are required to make the larger, now expanded iron and metallurgical industry operate.

Most of what is in this version, is in it because with the North it seemed logical, and also doable; with production and cost numbers. A lot of credit has got to go to Tom Sawyer, who has made a mod that balances and polishes the original game in a way I wish it were originally. This has made making this mod extremely rewarding, but also quite frustrating.

Lime (material) has been added, it is used in many production and construction tasks. Rather than introduce a newly mined lime-stone, normal stone is instead crushed and heated, producing lime. Another oven has been added to the modular set, as well as a single lime kiln option is available.

Lumber, Iron Fittings, Candles, Oil Lamps, Seed/Linseed/Fish Oils, Tallow, Beeswax, the mod adds a range of side industry buildings to produce most of the goods needed to operate.
Others are available in The North or extras available from the recommended mods.

Thudd Surrel & family now have a Pottery kiln to make: bricks, roof tiles, pottery & oil lamps. A large industry lumber-mill to process logs into lumber.
A Blacksmith supplies tools, iron fittings and wagon parts. The Press Shed can slowly make oils and render meats for tallow. A Candle-maker will make candles from tallow or beeswax.

Also the the introduction of the mining and smelting of silver and gold ores, and a finery to produce ingots for trade, and much more.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on March 09, 2018, 01:20:02 AM
Im really looking forward on this one! Sounds to be very much to my liking. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: elemental on March 09, 2018, 03:05:52 AM
I look forward to seeing your Blast Furnace/industry mod expanded with these new buildings.  :)

It looks like you have a lumber mill here that is on a bit of an angle. It would be good to have your big trade port available to build on an angle too. Diagonal river sections are fairly useless and I can't think of any mods with ports or other water buildings that are on an angle.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on March 09, 2018, 06:04:56 AM
Believe it or not, this is actually going to be a silver mine, there is still more to add to the model (an external pulley system and decorations).
I'm just playing around with adding wind effects in blender to create a better flag. (I wish we could have them really moving like this in the game)
It is funny though, I've spent more time just adding the cloth, wind and making the flag than I did to make the building and textures below it:
(https://i.imgur.com/2L94PAx.jpg)
Though profitable, silver mining will be an expensive and hard to obtain option in early towns.
Though the mine could be built early on in game, the upkeep and running of the mine would be difficult without an already smooth running town,
one that is able to supply a steady stream of produced goods to the mine... as well as what is needed to operate the furnaces, kilns, ovens, blacksmiths, etc.

As you can see though, the mine is not of the style like the 'thudd surrel family' buildings. That is because though easier to operate with a large industrial town, it will be possible to build and operate the silver mine at a smaller level, output will be slow, work will be tedious, your miners will go through tools, and profit will likely be negligible until you can upgrade and afford the upkeep for a faster more profitable mine.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on March 09, 2018, 11:33:01 AM
That looks and sounds very promising @Discrepancy! I started working on North 7. Will be interesting to bring it together with your ideas. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: RedKetchup on March 09, 2018, 01:46:55 PM
it will be possible to build and operate the silver mine at a smaller level, output will be slow, work will be tedious, your miners will go through tools, and profit will likely be negligible until you can upgrade and afford the upkeep for a faster more profitable mine.

I LIKE THIS !!!
Title: soon to be released: Inustry Mining in The North
Post by: Discrepancy on March 10, 2018, 07:35:19 AM
I have finished the silver mine models. I am still yet to code that properly though into the mod.
Most of it is is mapped out though, so I don't think too many surprises.
(https://i.imgur.com/2HgGfYc.jpg)

And lately today, I have been spending hours upon hours just altering the UI boxes of the mines:
(https://i.imgur.com/iujhtiq.jpg)
My goodness! what a task.

Slowly but surely I am getting there.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on March 11, 2018, 01:29:50 AM
Take your time, it looks worth waiting for! :)
Title: DS Industry Mining in the North - beta01
Post by: Discrepancy on May 03, 2018, 07:35:05 AM
DS Industry Mining in the North

beta01


I am releasing the mod as a beta release for now as I still feel the mod might be missing something.... plus there is no doubt a few bugs and things I've overlooked.

you must be using it with The North v6.1 (beta - latest version of the north available here (http://worldofbanished.com/index.php?topic=2123.msg48578#msg48578))
place this mod below the North in the mod list.


**I will add info here about what the mod includes later (it's been a long day).


I suggest reading the in-game tool-tips (within toolbar menu buttons as well as the actual build UI's - hover over elements for production texts & more)


Download the beta version from here. (https://ds-mods.net/download/898/)
(DSBlastFurnaceAdvTheNorth_beta01_03052018.zip   54.9 MB)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on May 03, 2018, 08:34:04 AM
Thank you! I will add this mod later to my present game, if theres space enough on this small map. But first I want to understand the happiness-system. Im far from that yet! ;) :P
Title: DS Industry Mining in the North - beta02
Post by: Discrepancy on May 04, 2018, 03:03:27 AM
ok,

so far I have come across a few bugs (nothing game-breaking) that I have fixed:

- the Battery Coke Oven was wrongly only taking 1 coal instead of 4 to create the 4 coke

- incorrect production numbers in the Oil Kiln - tallow cost was too high, lowered to 2 tallow (was 4) + 1 firewood to become better value than nordic log house workshop

- incorrect production numbers in the Press Shed - Seed Oil cost raised to 15 (was 4) for 18-24 seed oil, Lamp Oil cost raised to 8 (was 4) for 9 lamp oil

- various incorrect string texts.


download new beta02 from here (https://ds-mods.net/download/898/)
(DSBlastFurnaceAdvTheNorth_beta02_04052018.zip   54.9 MB)

Rather than post it all in many places, I am compiling all info about what this mod adds to a different part of my own website here (https://banishednorth.ds-mods.net/). I am currently adding info to it, so you will have to check back regularly.

As for continued additions, I think I would still like to add a few more things to the mod.
I noticed I have also not added (and turns out not made) the resource models yet for the silver ore (they are using the iron ore models).
I also have not made building-unique radius circles for the flax farmer buildings.
I am also still unsure about all of the happiness effects and if so many of the buildings should have them...
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on May 04, 2018, 03:13:50 AM
Quote
Rather than post it all in many places, I am compiling all info about what this mod adds to a different part of my own website here. I am currently adding info to it, so you will have to check back regularly.
I can understand, that its tedious to publish the same information on many places, so this is a good solution. I would aprieciate, if you could make a small post here on WOB after youve made some new imprtant additions on your web page.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: tuggistar on May 04, 2018, 02:32:57 PM
Discrepancy there are any plans when in this mod you can play without mod The North. When it's about possible.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Tom Sawyer on May 05, 2018, 10:05:16 AM
Great to have this set ready to test parallel to the north beta. I loaded it today for a first look in the current version and will make a little play through later. Nice idea with the monuments. About happiness I also think that some of the buildings should be rather neutral. For example the water powered lumber mill, free from emissions I don't think it should detract happiness. On the other side I was surprised that people were keen to visit the old silver mine. Maybe looking for some silver nuggets.^^

What I also wanted to say, at first glance I see no reason why it should not work without North. I loaded it in a pure vanilla game and everything seem to work. Only status bar and such is not shown for new flags. In CC it should also work since we have exchanged some flags to solve storage conflicts and to avoid doubled versions of add-on mods. I don't have enough free space right now to load CC. There might be balancing issues but no serious conflicts. Probably DS knows it better or someone can just try it. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: tuggistar on May 13, 2018, 11:54:22 AM
In the mod of DS Industry Mining in The North I looked there there is a theme with the railroad. And to expand the railroad as it is possible, or separately. The new industry in mod I liked, :) waiting to appear separately from the north.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: brads3 on May 13, 2018, 01:57:42 PM
use RED's railroad mod
http://worldofbanished.com/index.php?topic=1223.0
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: tuggistar on May 13, 2018, 02:39:59 PM
I know about RED's railroad mod. But it has not been updated for a long time and is a bit boring. :(
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: RedKetchup on May 13, 2018, 04:26:42 PM
I know about RED's railroad mod. But it has not been updated for a long time and is a bit boring. :(

hehe so sorry ^^
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: tuggistar on May 13, 2018, 04:58:10 PM
Quote
hehe so sorry ^^
I'm sorry I didn't mean to hurt you, :( just to add more variety of trains. And decorative rails to be built on a variety and extreme. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on May 13, 2018, 05:09:50 PM
I have already expanded upon the railways (https://banishednorth.ds-mods.net/buildings/railways/) I've added significantly than was in first version.
Though I have a couple more pieces and a couple more carts I want to make, plus I need to fix the corners of the tracks which sit between 2-tiles, this will be in the next beta version, but beyond that, I have no more plans to expand it. I love the Choo Choo mod and think it has good potential to be played with this mod, I've never made a 3d train model and I don't want to start yet as my backlog is still pretty long.
The railways in this mod were always an added extra.

Once I am happy with this release and finalized I will make the necessary changes for it to be played without the North.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: tuggistar on May 13, 2018, 05:17:06 PM
Quote from Discrepancy
Quote
Once I am happy with this release and finalized I will make the necessary changes for it to be played without the North.
Thanks for the reply. I'm going to play North. ;D
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on May 15, 2018, 01:19:02 PM
I just noticed a problem between this mod and the North. Wrote about it under the North thread.
http://worldofbanished.com/index.php?topic=2123.0
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Voeille on May 23, 2018, 02:14:18 PM
I have a question about the coal pit. I noticed in my most recent save that the average production with 2/3 workers was about 72 coal per year. At some point when I got more people, I decided to increase the number of workers to 8, and the output was about 60 per year, and never reached 72 again. Is it supposed to be like that?
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on May 24, 2018, 03:18:07 AM
I have a question about the coal pit. I noticed in my most recent save that the average production with 2/3 workers was about 72 coal per year. At some point when I got more people, I decided to increase the number of workers to 8, and the output was about 60 per year, and never reached 72 again. Is it supposed to be like that?

Good spotting, I don't have enough use_ points for all the workers. I will fix for next version. :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Voeille on May 24, 2018, 04:09:33 AM
Great, thanks :)
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 17, 2018, 01:25:57 AM
I have a problem with the Thadd Surrel Industrial Mine. It doesn't produce. People walk back and forth to the mine with material. It seems like they can't get rid of the lampoil and the lumber in the mine. It's a bit weird, because this mod isn't new and such things use to be reported fast. So I don't know, maybe I've done something wrong or no one have built this mine in the North. There are other mine options, where you need less input. You can see my mod order here: http://worldofbanished.com/index.php?topic=2468.msg50379#msg50379 . And here is a picture of the mine. It's been working at least year; no production.

There is also one thing on your Web page that doesn't work. When I wanted to look, what you've written about this mine to see, if there might be something I've missed, I first didn't got to the page. If you navigate from the headline "Mineral processing" you get a page with the headline "Buildings" and if you click  "Industrial Mine" under "Mines and quarries" you get the answer "Oops, that page, can't be found" but it can be found, if you navigate from the headline "Resource and food production" "Mines and quarries" "Industrial Mine".
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on June 17, 2018, 05:01:19 AM
Okay :) thanks.

And you are correct... the mine is missing the code in the compiled version to hold the lumber and oil, weird.

I am near on completing the next version and should have ready in next few days. I have done all the changes you've suggested (1 worker in market, removed tools, clothing from market. alternate and better trade at merchant, increase in some speeds of buildings/mines).



I will look into the website :) thanks
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 17, 2018, 11:16:59 AM
Good to know, and it's no big problem, because there are other mine options. I will give you some numbers tomorrow, in my blog. I made some calculations this afternoon and will play a bit more tonight to confirm some of them.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 19, 2018, 01:39:47 PM
I noticed one strange thing. I'm upgrading the small iron mine. When clicked on the building site, I got a crash. Same thing happened twice, so I don't think it was just coincidence or bad luck. But the upgraded mine was built and work.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 24, 2018, 04:17:39 PM
I found another bug (maybe you already know). The upgraded coal pit doesn't work. The miners just carry the needed logs back and forth.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on June 25, 2018, 01:18:46 AM
no, I missed that one too!

:) thank you.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 26, 2018, 02:06:58 AM
Here's another very weird one.

I`ve upgraded the small iron mine, the one that caused the game to crash, as I clicked on the building site. It has worked without problems for several years. Then I suddenly was low on iron ore. Very strange because I didn't make any changes in the production of iron. As I looked, I saw, that this mine doesn't work anymore. It doesn't take any logs, the Bannis are just carrying them between the mine and the storehouse. Another upgraded mine work perfectly well. (at least so far)

I don't understand how this can happen.  ??? ???
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 28, 2018, 03:37:52 PM
I think I understand now, after @Tom Sawyer talked about limited stores in mines and people getting crazy in my blog. It looks like there's too much lampoil in the mine and no space left for logs. After emptying it of lampoil by fake demolishing, the mine works again.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Discrepancy on June 29, 2018, 01:09:24 AM
That could develop into a bigger problem.... I want to look at that more as I don't think that is right.


On to traders, I have added an alternative and adjusted the current trader. I'm also taking a bit longer as I want to include the upcoming Thompson Trade Merchants for more options of specialized trading in the North. This has been a big process and is taking me longer than I'd have liked. Still can't set a completion time-frame as I am getting busier at work.
Title: Re: DS Blast Furnace & Industry Mining Advanced - v1.2 (updated 22May2017)
Post by: Nilla on June 29, 2018, 02:48:59 AM
I think Tom has a solution to the mine, see my blog.

No pressure, take the time you need. I'm very much looking forward to play a developed version of this mod, but I have no problems waiting for it.