World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Tom Sawyer on December 09, 2017, 01:23:50 PM

Title: THE NORTH 6
Post by: Tom Sawyer on December 09, 2017, 01:23:50 PM
The North 6 - News and Discussion

Since my old thread found its way to Valhalla, this is a new place to discuss ideas and suggestions for this modding project. In this first post you find a conclusion of new buildings, resources and gameplay changes of the current version which is available since December 2017. If you like to figure out all the new content by playing, you can just download it on banishedventures.com/north (http://www.banishedventures.com/north). This version is not save compatible. So you have to delete or disable the old version and to start a new map.

Resource Categories and Building Materials

First of all, this version uses Banished 1.0.7 features which are new custom flags and the opportunity to define more than 3 building materials. Two actually small changes but unlocking very nice opportunities. Great thanks to the developer for this upgrade! The new resource flagging of the North mod allows to control all kinds of building materials by their own production limit and to follow their stocks in overview or townhall statistics. All building requirements are reworked following a tile based rule and glass is added to all constructions which obviously have window panes. Glass is made by a new glassworks from sand, mined from river beds. Other new requirements are utensils necessary for professions such as traps for the trappers cabin and barrows for markets and trading docks. These items have to be crafted.

(http://www.banishedventures.com/images/north6-glassworks2.jpg) (http://www.banishedventures.com/images/north6-glassworks.jpg)


New Workplaces

Blacksmiths, Foresters, Hunters, Gatherers and Herbalists got new workplaces in Nordic style and the new Oven House finally allows to bake bread. Log cabins can now be expanded by more versatile workplaces as it was in the old version. Here farmers can now grind grain, brew ale and mead, preserve fruits or make clothes in long winters when the fields are covered by snow. Also a bee yard is added to produce honey.

(http://www.banishedventures.com/images/north6-workplaces2.jpg) (http://www.banishedventures.com/images/north6-workplaces.jpg)


More Food Processing

Ale and Mead are now the main beverages of the North and classified as foodstuff. With this change it makes really sense to produce alcohol and it’s also realistic because brewing was an old way of preservation and contains a lot of calories. Schnaps made from rye or potatoes is still no food and for trading or drinking only. Barkeepers can serve it in the tavern to let people come to a drinking bout. They also can provide dishes like roasted beef, lamb or venison together with ale. It has an effect on food supply and makes the tavern to a useful facility of your town. Meat can now also be salted or smoked like fish and certain fruits can be preserved using sugar. As a new dairy product from the North Skyr is added, made from raw milk while cheese now needs salt for even more efficient preservation.

Meat can now also be salted or smoked like fish and certain fruits can be preserved using sugar. As a new dairy product from the North Skyr is added and made from raw milk while cheese now needs salt for even more efficient preservation. Wheat and rye which are used to bake bread are now inedible and have to be processed to flour.

Farming reworked

Climate becomes slightly warmer in this version by about 2.5 degree. Must be the climate change or so but who knows. The more important fact is that this warm period makes farming more interesting. Just like the adjusted properties of crops. For example, beans are vegetables and now also provide protein but have a slightly smaller yield than other veges like cabbage. Turnips and onions are easy to grow and don’t need any education while other crops should be grown by educated farmers. Apples and pears bring a higher yield but cherries and plums can be preserved using sugar for even better results. Crops from the New World are removed from the core mod to make a medieval or even Viking scenario more realistic.

Trading System

A new trading dock is included and can be combined to build up your own dock area. The new resource flags make it possible to control imports much better. So merchants will bring only typical trade goods from the North or from southern regions far away. You will get preserved foodstuff or living animals instead of fresh beef or chicken. Seeds and livestock are now common goods and don‘t need waiting for specialized merchants anymore. Gold and silver are used as medium of exchange in historical ratios of trade values. Coins are still used as well but more later if you build a big trading post.

Recultivation of Pits and Quarries

Now clay pits and quarries can be flooded and used as fishing waters when mining is over. I was fiddling a lot to include it in a realistic way with a nice look and feel but technically it was only possible after Bartender found the possibility to use the in game water material for new objects together with a fix of the 'pink water issue' found by Discrepancy. So this feature is dedicated to these modders! ;)

(http://www.banishedventures.com/images/north6-recultivation2.jpg) (http://www.banishedventures.com/images/north6-recultivation.jpg)


Professions and Education

Most of simple works like mining, hunting and gathering (except of herbs) don‘t need education anymore. Also herding and growing simple crops. So education is almost unimportant in „old times“ where people usually did not go to school. On the other hand education is now something to achieve. Your people always start uneducated on a new map and have to build a school to improve the productivity of crafting professions.

Adapted Mods

A couple of new mods are adapted to work in the North scenario. These are Despo20 Medieval Houses, EB Saltworks, EB Herbalist, EB Leatherworks and Kids More Houses as well as a couple of DS mods. All mods from the old recommended list like Mini Buildings, Forest Outpost and so on are still working with this version.

Have fun with this mod and let me know your ideas and suggestions or bugs if you find something. This is an ongoing project. :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 09, 2017, 01:48:41 PM
So I don't need to build the bloomery then? The blacksmith will make iron bloom out of ore, as well as metals and weps?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 09, 2017, 02:00:39 PM
You need it. I meant it is used by a blacksmith (profession) and not by a smelter. You can make him to switch between the workplaces or you just add a second smith to run both workplaces at the same time.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 09, 2017, 06:12:22 PM
This a copy of the post from twillightbreeze .....


Actually, Tom posted his update several hours before I posted, so I figured ok to.
Thank you Red, for shaming me for being exited about it, it really made my morning.
 :(


And actually, I have found a small problem....the bloomery worker is listed as the Blacksmith and won't work the bloomery.

So I don't need to build the bloomery then? The blacksmith will make iron bloom out of ore, as well as metals and weps?
Title: Re: THE NORTH 6
Post by: RedKetchup on December 09, 2017, 06:15:39 PM
I am very very sorry @Tom Sawyer   :'(  :'(  :'(

i made a very bad manipulation while i wanted to move your The Nordic topic from Mod Talk forum.


i personally tried to make a post to kinda restore your announce.
unfortunately, everything, in all the other replies have been lost :(

again
i am very very sorry.
Title: Re: THE NORTH 6
Post by: NK on December 09, 2017, 06:22:29 PM
Would you consider releasing the individual buildings included in this update (and a few other buildings from previous versions, i.e. the church) for use with CC and other mods incompatible with The North? I ask since the models and textures of your buildings are superb and I would very much like to be able to use them outside of The North mod.

Great work and thanks for the new content. 
Title: Re: THE NORTH 6
Post by: Abandoned on December 09, 2017, 10:46:05 PM
Thank you @Tom Sawyer for the new North version.  Very nice indeed.  A lot of very interesting changes, a whole new challenge awaits.  :)
Title: Re: THE NORTH 6
Post by: wiscoke on December 10, 2017, 01:33:26 AM
@Tom Sawyer  that tavern is a beautifull building. the way you did the glass windows, the roof. I love it! I don't know if you are doing requests, but some residential houses in the same style would make a nice village :)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 10, 2017, 12:28:33 PM
The first bug fix was already necessary to fix a crash when clicking on the building site of a brickyard and to craft barrows from wood only. This update is save compatible but you need to rebuild your smith's workplace. Please download again on banishedventures.com/north (http://www.banishedventures.com/north/).

@NK Yes, I will make more separated items to add to vanilla based or CC maps.

@wiscoke Good idea. I have noted this for my town houses I plan in a future version.
Title: Re: THE NORTH 6
Post by: Nilla on December 10, 2017, 03:01:10 PM
This update is save compatible but you need to rebuild your smith's workplace.

Just a small trick; you don´t have to rebuild the smith´s workplace. I just "fake demolised" it and now barrows are produced, just fine. :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 10, 2017, 03:03:01 PM
Just curious, what are "barrows" in this game?
Title: Re: THE NORTH 6
Post by: Nilla on December 10, 2017, 03:24:54 PM
You need them to construct some buildings. I don´t know, if they can be used for something else.
Title: Re: THE NORTH 6
Post by: brads3 on December 10, 2017, 03:51:11 PM
wheel barrows,the trader sand vendors carry goods in. since we can't get the bannies to use different items,these have been "tricked" into the game. CC uses the building material requirements to do this as in furniture to make building supplies to be used to build higher-grade houses.or candles to dig mines deeper.useful items that fit the timeframe but the game doesn't allow for. there has been other attempts at this DS added wheels for his wagons.NECORA tried fish nets for the dock fishermen. some the itmes are required for initial ,others the buildings had to be upgraded or rebuilt periodically. what would be nice is if we could require a specific tool for workplaces. say a hoe for farmers and a pick axe for miners, or a basket for gatherers and a spear fot hunters. i do not know of any modder being able to do that yet.The way TOM wrote the it in the writeup i question it.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 12, 2017, 10:43:35 PM
I can say .. you made a TON of super good work on this @Tom Sawyer  :)
Title: Re: THE NORTH 6
Post by: Hawk on December 13, 2017, 03:41:35 AM
YIPPIE!  ;D ;D

I just downloaded it. Will try to give it a play today.

Thank you Tom.  :)
Title: Re: THE NORTH 6
Post by: Hawk on December 13, 2017, 06:26:48 AM
Question.

With the update of The North for Banished 1.07, would it be recommended to use the updated versions of the Recommended Mods on your main page instead of the older versions you link to?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 13, 2017, 10:50:43 AM
@Hawk. I have kept all overwriting files for old recommended mods. So they work. New versions may work but they are not tested yet. I don't have a good overview of 1.0.7 mods. Some were split in parts or have different versions and some include code for flags and trading posts which can make problems. I have to go through the download section and to test them. Here is my current compatible mod list (http://www.banishedventures.com/north-compatible/). It has to be continued.

Today I uploaded a bug fix for the bank including a reworked action tool set. Now they work with professions again but in a way you don't need to add workers or to fumble at the profession list. If a hunter is assigned to a campfire and you place a hunting spot then he will leave the fire to go hunting there automatically and if you quit he will return to roast his prey. It works with hunting cabins as well. The manual spot always has a priority. Some nice plays with hunters can be made this way. These tools got back a proper statistics and other professions are not confused anymore. If you play this I recommend to start a new game because it can be incompatible with a developed map.

The "new economy" really had a rocky start.^^
Title: Re: THE NORTH 6
Post by: Hawk on December 13, 2017, 02:00:09 PM
Thanks for that Tom. Greatly appreciated.  :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 13, 2017, 03:50:14 PM
I HAVE discovered a glitch.....Tom, you said once you put a clay pit down, you can't remove it even after it's depleted.

Yes, you can. I have found that after they deplete the pit, I can erase it, use the flatten tool to flatten the ground, and place another clay pit onto the same spot, and they will dig again. This can be done over and over. 

FYI. Great mod tho, I am liking it :)
Title: Re: THE NORTH 6
Post by: Turis on December 13, 2017, 04:03:11 PM
I HAVE discovered a glitch.....Tom, you said once you put a clay pit down, you can't remove it even after it's depleted.

Yes, you can. I have found that after they deplete the pit, I can erase it, use the flatten tool to flatten the ground, and place another clay pit onto the same spot, and they will dig again. This can be done over and over. 

FYI. Great mod tho, I am liking it :)
Isn't the flatten tool a mod?
Title: Re: THE NORTH 6
Post by: brads3 on December 13, 2017, 04:33:34 PM
shhhhh that trick works for KID's tiny stone quarry. why you teeling all our secrets
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 13, 2017, 04:37:59 PM
It's not a glitch, it's a cheat.^^ What tool are you using? I tried the Flatten Terrain Tool by Gimmecat but doesn't work.
Title: Re: THE NORTH 6
Post by: Settler on December 13, 2017, 04:50:53 PM
Hi Tom,

First of all, thank you for this great mod! I hadn't tried it before, and I'm really enjoying it. Fantastic work.

I also have a silly question that I can't seem to find the answer to (probably means it's so obvious that no one thought to write down an answer!): how can I process my cow/deer hides into leather?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 13, 2017, 05:12:10 PM
Hi Settler!

Nice you have fun with it. Cow hides can be tanned by a farmer in a log cabin workplace. Reindeer hides not because it actually doesn't make sense. They are better used as warm parkas made by hunters at a campfire. But if you want it for leather you can use EB Leatherworks (http://worldofbanished.com/index.php?action=downloads;sa=view;down=257). There a leatherer can do this job. He makes 2 leather from 1 deer hide if educated. The EB mod has to be below in mod list to work this way.
Title: Re: THE NORTH 6
Post by: Settler on December 13, 2017, 05:20:13 PM
Thanks very much, Tom! :)

Title: Re: THE NORTH 6
Post by: twilightbreeze on December 13, 2017, 07:00:27 PM
Lol...TOM first you delete the depleted pit, then you use the flatten tool by Gimmiecat, and then you can place another clay pit there. But you gotta delete the first one first, THEN use the flatten tool. hehe.  ;D
Title: Re: THE NORTH 6
Post by: ancientmuse on December 13, 2017, 07:11:24 PM
Can't wait to try this out, been waiting patiently for all the great new things you've done.

I do have one question with regards to the 107 compatibility though:

Is it possible for you to make a debug version ?

Otherwise it's going to take forever to try out each mod to see what works and what doesn't, what jives with the environment and what doesn't, what works with the production chains and what doesn't, etc etc.

There are a ton of mods that I think will look and work great with this, but having to play for several hours building up the bannie town just to be able to test something out is going to be a nightmare.... one mod at a time.  Ouch !

 :(
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 13, 2017, 10:55:37 PM
Found something else, not sure if it's a prob or not...

Wheat is being stored under "Stock of Skillings" and no one is eating it.  I understand it's now something to be made into flour and maybe that's why no one eats it....but under "Skillings"??
Title: Re: THE NORTH 6
Post by: taniu on December 13, 2017, 11:29:35 PM
@ Tom Sawyer : The North 6it's fantastic. :D :D :D Thank you. I also have a request to restore debug, testing with other mods takes forever. In older versions was debug, and secondly give us a player more freedom and choice but it is only up to You
one more thing - because I play short, I would like to have potatoes, corn. pecan, back because these things are in other mods. I know you do not like it - you're a great man, a visionary and you have an individual view of The North
I hope you will accept my request positively? : :D Cheers!
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 14, 2017, 11:05:03 AM
@twilightbreeze You meant the 'dig for clay' tool, or? This spot could be indeed reused by the flatten tool. The proper clay pits not, they are turned into waters without any chance to flatten them. I have fixed this. But in a rather nice way. You cannot make it usable for mining again but you can completely flatten and overbuild it with roads, also with road tiles of buildings. So no ugly spot in your developed town later and no inconsistency in mining. With wheat counted as coins you found a bug. I have fixed this as well. Thank you for your finds!

@taniu These crops are just changed into sorts from the Middle Ages. I did not remove them technically. Other mods can still use them.

I have included adaption files for the EB Farmstand (http://worldofbanished.com/index.php?action=downloads;sa=view;down=80). It is now working correctly with the flagging and it's a recommendation for old Viking villages. The only suggestion I have for this item is adding proper AO by @embx61 when he will join as again. I'm also sold on version 2 of DS Wagon Vendors. Incredible nice models but a rather complex mod. Have to look at this because of conflicts.

And the oven house now requires stone instead of bricks after a suggestion from Hawk. With this change it is now available right from the start in an old village where it is actually designed for.

Debug options please not in this mod. It destroys so much of the game.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 14, 2017, 11:40:12 AM
Debug options please not in this mod. It destroys so much of the game.

agree !!!
should be only a tool for us when we test our things.
Title: Re: THE NORTH 6
Post by: Maldrick on December 14, 2017, 01:35:50 PM
Speaking of which, anyone know of a debug tool that works with the new flags?  The buttons are there with the one I've got but don't do anything.  Came up someplace a while back but don't remember the thread.
Title: Re: THE NORTH 6
Post by: brads3 on December 14, 2017, 01:51:09 PM
there is a debug with the original 1.07 beta.i have not updated to the final cut though.did LUKE take it back out?
Title: Re: THE NORTH 6
Post by: Maldrick on December 14, 2017, 02:09:10 PM
No idea. One I used someone linked when this came up before.  I don't use the buttons much when testing so was just the other day that I noticed that the ones for the new flags weren't doing anything.

Not a biggie as I don't use them much but has been on the "find out" list so though I would ask since it came up.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 14, 2017, 02:12:11 PM
Speaking of which, anyone know of a debug tool that works with the new flags?  The buttons are there with the one I've got but don't do anything.  Came up someplace a while back but don't remember the thread.

no i told him in email what was going wrong with his debug menu....
he never fixed it, just only posted beta1.0.7 as live and said he will never touch back that game ever :(

he totally abandonned it as it was.
Title: Re: THE NORTH 6
Post by: Maldrick on December 14, 2017, 02:52:24 PM
Speaking of which, anyone know of a debug tool that works with the new flags?  The buttons are there with the one I've got but don't do anything.  Came up someplace a while back but don't remember the thread.

no i told him in email what was going wrong with his debug menu....
he never fixed it, just only posted beta1.0.7 as live and said he will never touch back that game ever :(

he totally abandonned it as it was.

Seem to remember that.  It's been a while so was fuzzy.  Thanks!

Well, we aren't done with Banished, at all, so there's that. :)  Would love to know what his next project is.  He mentioned it at some point but gave no clues as to what it is.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 14, 2017, 03:46:39 PM
Well, we aren't done with Banished, at all, so there's that. :)  Would love to know what his next project is.  He mentioned it at some point but gave no clues as to what it is.

he needs to be emailed and asked what is this new projects he is working on now :)
and how long we will have some info and news on those new incoming projects :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 14, 2017, 06:31:38 PM
Anyone else have an issue with the forester? Built the North6 version of the hut (took forever to get the glass, lol) assigned a forester...and 2 seconds later game crashed. Went back to a previous save....and it did again.

Title: Re: THE NORTH 6
Post by: Hawk on December 14, 2017, 08:42:13 PM
I'm still trying to get to the point where I can get glass.  ::)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 14, 2017, 09:15:55 PM
I get it early on. I just have them mine the gold. Build the trading post, and put only the gold in it, 20 or 30 of it. It goes for 1600 each! More than enough for a bunch of building tools, glass included, seeds, livestock, tools and clothes - all within the first 10 years. I just use custom order.  You don't even need to buy dalars or other monies. All the traders take the gold.

And it's not a cheat cause it's all part of the game. Just have to know how to utilize your assets right
Title: Re: THE NORTH 6
Post by: brads3 on December 14, 2017, 09:22:11 PM
want the my precious mod up there? wonder how it would react.
Title: Re: THE NORTH 6
Post by: Hawk on December 14, 2017, 10:59:31 PM
10 years to get glass?  :o Good grief. I don't think I have the patience to wait that long.
Title: Re: THE NORTH 6
Post by: Hawk on December 15, 2017, 07:43:42 AM
I wanted to play The North with no additional mods, but it looks like - due to my play style and expertise - that I'm going to have to add a few.

I need someone cutting down trees, getting stone and iron ore while I try to manage the rest while waiting on glass, bricks and roof tiles to show up at the Trader. LOL!

Quick question. I built a Trapper cabin out in the woods but after about 5 years it's done nothing. What exactly is it supposed to do and where are you supposed to place them?
OK! That was 2 questions.  ;D
Title: Re: THE NORTH 6
Post by: Nilla on December 15, 2017, 09:43:54 AM
It took longer than 10 years for me to get glass in my test. Not that I couldn't buy any. No merchant brought some, they didn't even take an order. I agree with you @twilightbreeze, that gold is a nice early payment but there are a load of other things to sell as well, so I guess, that's not the problem.

Like you @Hawk, I wanted to play the North "pure" with no other mods, but I find it inconvenient to cut the trees manually. I'm sure it would have worked, to search for mature trees, mark them and let laborers do the job. But I prefere a forester who makes that for me. Stone and iron doesn't mater, you need so little of it here anyway.

I haven't built a large forester, yet. I don't need much logs and the small from the forest outpost is enough so far. I'll let you know if there are any crashes.

My trapper works well. 1 trapper gets around 150 furs each year. It's located out in a woods, where nothing else is. Laborers go there occasionally to pick berries and firewood. If there's no changes from the last version, it's important not to have much other things going on in the circle of the trapper.

Title: Re: THE NORTH 6
Post by: brads3 on December 15, 2017, 10:08:16 AM
you all give just enough info to keep us in suspence.leave me with more questions than answeres.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 15, 2017, 10:36:37 AM
I have fixed the trapper and the forester. 2 bugs which crept in after the first release. Please update your game. :)
Title: Re: THE NORTH 6
Post by: Nilla on December 15, 2017, 11:01:16 AM
I haven´t made the first upgrade. Should I do it now, or go on with my village with the initial version? My trapper works. The forester I don´t know.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 15, 2017, 11:22:21 AM
I suggest to go on with your game without updating @Nilla. I'm pretty sure your forester works. I tried a new idea and confused files with the same name in different folders. Notepad++ can be tricky with that.
Title: Re: THE NORTH 6
Post by: Hawk on December 15, 2017, 01:19:12 PM
Thanks @Tom Sawyer. That might explain why my Trapper doesn't do anything.
I'll go get the newest update.

I finally got some glass from the trader at year 12, along with bricks and roof tiles. Now I'll have to start again with the new update. No bid deal though. I made a pretty good mess of things in that play.  :D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 15, 2017, 01:36:34 PM
Try to continue your game after updating. The existing trapper will start to hunt. The forester I would rebuild.
Title: Re: THE NORTH 6
Post by: Hawk on December 15, 2017, 02:24:16 PM
I never did build a forester. I had just got the glass right before my last save.

Besides, as I mentioned, I made a pretty good mess of that play and would prefer to start again, this time with a couple extra mods, like Kid's Forrest Outpost and maybe a couple of EB's.

I did try Kids Tiny mod, but only to use the tiny town hall, so I could get the stats. I did place the tiny mine and quarry but the game froze once the quarry was complete so there may be a compatibility issue with that mod, and the mine only had iron and not iron ore, but the town hall works fine.
I know it doesn't fit in with the rest of The North, but it will do until I can build the regular town hall.  ;) I usually place it out of the way anyway so it can be demolished later with no problem.
Title: Re: THE NORTH 6
Post by: Hawk on December 15, 2017, 03:22:55 PM
My trapper works well. 1 trapper gets around 150 furs each year. It's located out in a woods, where nothing else is. Laborers go there occasionally to pick berries and firewood. If there's no changes from the last version, it's important not to have much other things going on in the circle of the trapper.

I wonder if tents would have been used, such as those by @Discrepancy found at this link (http://worldofbanished.com/index.php?action=downloads;sa=view;down=214) - third picture, by Nordic trappers?
Title: Re: THE NORTH 6
Post by: squashedtoad on December 16, 2017, 12:04:42 PM
I'm having some difficulty with the bloomery accepting charcoal.  My worker just keeps on going back and forth without actually putting the charcoal in the bloomery.  Thoughts?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 16, 2017, 12:27:37 PM
Hi @squashedtoad, is the North on top in your mod list? It has to be that way to work.
Title: Re: THE NORTH 6
Post by: Hawk on December 16, 2017, 02:10:26 PM
I'm having some difficulty with the bloomery accepting charcoal.  My worker just keeps on going back and forth without actually putting the charcoal in the bloomery.  Thoughts?

For what ever it's worth, I'm not having that problem. I do have the latest version that was released yesterday. I don't know if that's an issue or not. Just mentioning it.  :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 18, 2017, 09:10:37 PM
Tom hon, is there any way you can give us a choice of a much smaller footprint for the sand pit? I play smaller maps and that thing just is way too big, really hard to place on smaller shores.
Title: Re: THE NORTH 6
Post by: Nilla on December 19, 2017, 01:34:59 AM
I can agree, it's big, so a smaller variation might be good. But on the other hand, I found the large claypit big at the beginning, too. But after that first game, I never built any small pits; they went empty much too fast. I didn't run my sand pit so long, but generally, it looks like you need less glass than brick, so you'll probably need less sand. So especially, for a small map, you may never empty one large sand pit.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 19, 2017, 04:02:02 AM
You will indeed never empty a sand pit. There is always new sand coming down the river or so. ;D

I can try to make it a bit smaller but not now. It was fumbling work to find a solution which looks natural in every case you can place it and I'm rather satisfied with it.
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 19, 2017, 04:19:12 AM
sigh. Then it really can't be used well with smaller maps. Hard to make glass when your sand pit only fits waaaay down the shoreline and not near your settlement. I'll have to rely on traders I guess, and they don't bring it that often even when ordered.
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 05:33:06 AM
Does the sand pit, and for that matter the clay pits, act like the quarrys and mines in that if they're too close to a town they'll reduce happiness?
Title: Re: THE NORTH 6
Post by: Nilla on December 19, 2017, 05:37:00 AM
In that case, you must have chosen a very bad map, @twilightbreeze. I have played a lot on small, oft mountain maps, and there are usually room for ½ a dozen vanilla trading ports. I don't think you need more space for the sand pit.
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 19, 2017, 05:54:43 AM
Ok.
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 06:01:11 AM
Lol...TOM first you delete the depleted pit, then you use the flatten tool by Gimmiecat, and then you can place another clay pit there. But you gotta delete the first one first, THEN use the flatten tool. hehe.  ;D

I tried this but it didn't look like the flatten tool (the one by gimmiecat) did anything, so I built some dirt roads over the area and that flattened it.
I did try to build something else over it but to no avail. I did not try to build another clay pit though. I'll try that next.
Title: Re: THE NORTH 6
Post by: twilightbreeze on December 19, 2017, 06:18:16 AM
If you downloaded his latest update, since I had posted, he has now fixed that so it don't happen. You can now delete the clay pit, but not build on it, however you can cover it up with the boardwalk or a road, if you delete it first.
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 06:55:03 AM
Yep! That would explain it. I do have the latest version.
Thanks!  :)
Title: Re: THE NORTH 6
Post by: RedKetchup on December 19, 2017, 07:53:06 AM
how big is your sand pit footprint, @Tom Sawyer  ?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 19, 2017, 09:36:43 AM
It's a 10 x 10 with half area in water @RedKetchup. I think it also can be 1 or 2 tiles smaller to be more round or so.
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 10:17:53 AM
@Tom Sawyer - I asked this earlier in this topic but I guess you missed it since there were a few posts made after it.

Does the sand pit, and for that matter the clay pits, act like the quarrys and mines in that if they're too close to a town they'll reduce happiness?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 19, 2017, 10:56:53 AM
Ah yes, sorry @Hawk. As far as we know from tests all these objects don't really increase or decrease happiness of citizens. It seems to have an influence only on idling. So it creates idling areas around or removes them. I have a small radius of 10 tiles for "happiness detraction" around pits and also around the charcoal burner. It is removed after recultivation. From what I know about this happiness mechanic I would not care about it when placing pits and quarries but maybe we will find something more one day.
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 11:02:41 AM
Ahhhh!  8) Thanks for that info @Tom Sawyer . That puts a new light on things.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 19, 2017, 12:09:02 PM
It's a 10 x 10 with half area in water @RedKetchup. I think it also can be 1 or 2 tiles smaller to be more round or so.

10x10 is perfect i think :)
it is far from something like 21x17 for the quarry !
even the iron mine is 12x12.
i think it is not huge even for a small map. 8x8 is really too small, maybe a 9x9 but i would let it 10x10
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 19, 2017, 02:48:09 PM
Anders and Ella want to start with real turnips.  :)

(http://www.banishedventures.com/images/turnip-thumb.jpg) (http://www.banishedventures.com/images/turnip.jpg)
Title: Re: THE NORTH 6
Post by: kid1293 on December 19, 2017, 02:51:10 PM
Way to go!
Who needs potatoes.  ;)
Title: Re: THE NORTH 6
Post by: Turis on December 19, 2017, 03:04:19 PM
There goes my fish&chips!
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 06:01:30 PM
@Tom Sawyer - I saw a video on YouTube and the gal mentioned a mod for The North called Norseman. I looked all over your site for it but didn't find it.
Where can it be downloaded?
Title: Re: THE NORTH 6
Post by: Abandoned on December 19, 2017, 07:52:35 PM
@Hawk the Norseman aging pkm can be downloaded reply #1 May 26 in the following thread

http://worldofbanished.com/index.php?topic=1742.msg34681#msg34681
Title: Re: THE NORTH 6
Post by: Hawk on December 19, 2017, 08:42:09 PM
Great! Thanks!  :)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 20, 2017, 06:23:59 AM
The download page is banishedventures.com/norseman (http://www.banishedventures.com/norseman/)

There you can download the 1.0.7 version which is green in your mod list.  It shows a conflict only if another citizen mod is enabled. Values are the same.
Title: Re: THE NORTH 6
Post by: Antiligent on December 20, 2017, 07:24:33 AM
Doesn't shows circle of the Village Shop after placing. (https://i.imgur.com/RSQMrRW.jpg)
Title: Re: THE NORTH 6
Post by: Hawk on December 20, 2017, 07:31:44 AM
I looked all over your site for a link to that mod. I guess I just missed it.  :-[
Thanks!
Title: Re: THE NORTH 6
Post by: Hawk on December 20, 2017, 09:54:55 AM
WOW! Big difference in size between the Norseman mod link you gave in Reply #75 and the one you gave a link to in Reply #77.
The first one shows as 38KB (38,962 bytes). The second one shows as 8.15KB (8,352 bytes).
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 20, 2017, 10:38:58 AM
I also wondered about the new smaller size @Hawk. I have tested it again and it works. Probably it's related to the preview jpeg used in Steam. The mod itself contains only some code. So it's all right with the Norsemen.

The village shop will show its radius again. Thank you for the hint. How did you get this blue circle on your map @Antiligent?
Title: Re: THE NORTH 6
Post by: Hawk on December 20, 2017, 11:06:59 AM
Yea, a preview jpg would make that difference.

I'm guessing that @Antiligent got that blue circle from the Radius ReColor mod by BlackLiquid at BanishedInfo (https://banishedinfo.com/mods/view/868-Radius-ReColour).
Title: Re: THE NORTH 6
Post by: Nilla on December 20, 2017, 01:39:00 PM
Have anyone tried the latest version of the wagon vendor with the latest version of the North? I just did and it doesn't work quite well. It was no problem to  build and start it, but it stores no grain, and I never saw it filled to more than about 60%. The vendor had no interest in filling it further. He idled or helped picking blueberries/firewood. I will go on an try some other markets and see how they work. 
Title: Re: THE NORTH 6
Post by: Abandoned on December 20, 2017, 01:43:34 PM
Also glad to have link to Norseman mod, I did not find it on site either.  :)
Title: Re: THE NORTH 6
Post by: Nilla on December 20, 2017, 02:41:37 PM
Just made some further investigations, I built one tiny trading port from Kid; almost the same, no eatable grain but it did store some rye. (I might have been out of rye as the wagon vendor was active.) Then I built a normal Lanthandel; the same. Finally I went back to my last town Sigurdo and looked into my 4 Lanthandel there. None of them contained any grain, even though I had a lot of bread and barley in my store. I just didn't notice it in that game. So I guess the problem has nothing to do with the wagon vendor, instead there is something wrong with the "flagging" of eatable grain.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 20, 2017, 03:33:51 PM
Hm, vendors don't store rye and wheat because they think it is needed in mills. Foodstuff like bread, flour and ale they offer. It was intentional to not fill markets with inedible resources and to not confuse grain processing by sharing it over market locations. Maybe not the best idea since farmers can grind grain and maybe not only their own yield. What do you think?

The Wagon Vendors I want to make working properly in this mod. Have to look at it.
Title: Re: THE NORTH 6
Post by: brads3 on December 20, 2017, 04:05:51 PM
i wonder if the vendor held that remaining% for new flag items that you didn't have yet.so the food % and firewood % was filled to capacity but the other was allocated to the new flags of minerals,construction,misc,etc goods. i've been watching and trying to figure vendors out for the last week or so. have seen the nordic market shop go idle and help other workers when about  85% full,there is food he could store but he stops. he keeps tools to a set #.he does keep busy hauling honey and soap<herbs>. so i wouyld assume there is a weight and % factor to how they stock things.

     1 thing he does that is less than helpful . he runs out to help clear any area,breaks a rock or chops a tree,and leaves empty handed.it would be better if he went and collected what the laborers have piled up and took it with him to drop at the pile on his way. it is interesting to see how much different a vendor is from 1 market to the next.very slow process however.
Title: Re: THE NORTH 6
Post by: Discrepancy on December 20, 2017, 04:51:27 PM
You are right @brads3 .

I have taken a look back at my code and I have made a couple of mistakes I didn't pick up earlier. I am going to update the mod soon.
Title: Re: THE NORTH 6
Post by: Nilla on December 20, 2017, 04:58:28 PM
Foodstuff like bread, flour and ale they offer.
No they don't! At least not in both of my games. Not even the Lanthandel.

Quote
It was intentional to not fill markets with inedible resources and to not confuse grain processing by sharing it over market locations. Maybe not the best idea since farmers can grind grain and maybe not only their own yield. What do you think?

Personally, I'm no fan of any food, that's possible to eat "in life", being flagged as "unedable". I know others like it that way. To me it's weird to think that people starve with a barn full of wheat or rye, just because there wasn't time to grind it. Of cause there might be a slightly lower productivity, because people will carry the rawmaterial in their houses, but so they do with fruit, if you want to brew ale and by numerous other food processing. Just another reason to think over and optimize your logistic.

I think, you're right, letting the small markets take only consumers goods: Food they can eat, tools, clothes, firewood and no rawmaterials, like uneatable grain, textiles......... but I find, that the larger market might hold everything.
Title: Re: THE NORTH 6
Post by: taniu on December 20, 2017, 07:30:38 PM
I also need potatoes and corn :Dor you can add to the greenhouse mods @ Kid1293 ?:'(or another proposition
uses various kitchens and mills and these products are included, it is a pity that @Tom Sawyer eliminated these products - my heart, regrets this - does not test the game technically, but I like to play and add different mods. If someone with modders, Can help that these products will work withThe North - my heart would be happy. Please, beautifully
Secondly, it annoys me that I can not build an apiary, I have to wait about 15 years to get 16 "Bee Hiwe" and of course 1p glass to build steelworks - I prefer to be self-sufficient and so are the hard conditions in the North.
Besides, I really like The North, thank you very much @Tom Sawyer for the fantastic mod of The North v 6, maybe my request will take into account and change something to relieve the older player? :D
Title: Re: THE NORTH 6
Post by: brads3 on December 20, 2017, 08:15:12 PM
i agree with you,NILLA.based on my testing markets so far,there is much need for the "old" normal markets.in big cities like PAENG does especially. a markets that stores everything keeps the vendor busy locating the extra or nre tag items and he doesn't focus on the needed items.in large towns even you need the space for food. you need a consumer market as you called it that stores food,firewood,clothing,tools,and herbs. what would be super nice is if you had a central market plaza similar to what DS had in his original small village. a double market that was split in half. 1 half would be the consumer items and 1 would be for other. other being textiles,iron or ore,minerals,coal,construction materials,etc that is useful to stock near a production area.that would help move goods where they are more needed and they wouldn't be so scattered.
       as i investigate the markets more, i will keep notes and write a post in the general discussion forum.

     also some players do use the thatch mod. thatch is funny. it is flagged construction material but is also burnable as firewood.many houses but not all use it. some markets do seem to store it as firewood or for. some do not.not sure why that happens or if it is related to my compatability 1.07 mod.
Title: Re: THE NORTH 6
Post by: Nilla on December 21, 2017, 01:36:22 AM
I agree with you @taniu, about the bee hives. It takes much too long to get enough of them. It's not logical, that you have 3 hives in the store for decades, not being able to produce any honey. I would like it to be possible for a small settlement to use a single hive, like it's possible to grow a single fruit tree.

But I don't agree about potatoes and corn. One of the aspects I like with the North is, that it tries to simulate a Northern European society, starting in the viking/medieval area. To that time, there were no potatoes, corn or other crops from "the New World". Potatoes were introduced in the 18th century, corn as a grain is not even grown today (there's a bit for animal fodder). But maybe @Tom Sawyer, these foreign crops could be put in an extra add-on mod. Those of us who wants to play historically, can load it later in a game and use with the red houses, others from the start.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 21, 2017, 04:10:44 AM
Actually one order of hives should be enough to build a bee yard but I can increase the amount to get more of them without order. A single bee hive would be very nice but it's a technical problem. The solitary tree works this way because it needs a farmer only to be planted and later to be harvested. But a bee yard or single hive needs a worker the whole year to produce stuff and that needs a bigger object to make sense. This yard works with 16 hives each in a log and harvested once in a year for a reasonable amount of honey.

And since I have the new turnip model, potatoes can stay in game. Not as a starting crop but to buy from merchants for a rather high seed price to grow in a developed town with educated farmers who know about this new crop or so. I also like this idea of adding new crops or other things of the modern age by add-ons.
Title: Re: THE NORTH 6
Post by: taniu on December 21, 2017, 03:31:55 PM
@Tom Sawyer :DI am glad that you will add potatoes, it is a pity that not corn, I thought about a small glassworks, craftsmen in the Middle Ages melted glass by hand, glass panes and decorative panes - it was very expensive - most often used for windows in churches - maybe first a small clay oven for smelting glass.
  What do you think about this idea?
Title: Re: THE NORTH 6
Post by: DrWest on December 21, 2017, 03:46:31 PM
First, awesome work on this mod. It is just magnificient :)

Next, some feedback after a bit of playing:


And finally, some suggestions/ideas that came to my mind while looking forward to playing and playing itself:


Anyways, to reiterate: Awesome mod. Love it.
Title: Re: THE NORTH 6
Post by: taniu on December 21, 2017, 04:14:16 PM
@Nilla Thank you for your answer  :)
I know that potatoes come from South America, but were later imported by the Spaniards to Europe in 1567. - Coming back to The North, I think maybe potatoes and corn can be added to the greenhouse. Secondly, is it possible to expand The North by Kanade - there grow potatoes, Alaskan  or Seberi - there is unfortunately no Vikings there, This is not a typical historical game, I think you can change the course of history
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 22, 2017, 02:28:44 PM
Thank you for your feedback @DrWest!
If you have more ideas and suggestions, please put in here. I appreciate that very much. :)

Not to forget the suggestion by @taniu.. Your idea of an old small oven to make glass sounds good to me. Will add this to my list.
Title: Re: THE NORTH 6
Post by: taniu on December 23, 2017, 02:13:45 PM
some history about Vikings ;
Viking conquests
Vikings - Scandinavian warriors who from the eighth century undertook long-distance expeditions of a merchant, robbery or settlement character. In the case of expedition and trading expeditions, it is referred to as the Western Vicinade and the Eastern Vicinade.
The organizers of expeditions to the countries of Western Europe were the Danish and Norwegian Normans (ie the Vikings), as well as the inhabitants of today's southern Sweden (the provinces of Bohuslän, Halland, Uppland, Skåne and Blekinge).
The Swedish Normans, mainly Swionowie and Goci, organized trips to the countries east and south of their homeland, reaching Kamska, Kijów Rus, Byzantium and even Baghdad Caliphate. The Vikings also reached North America long before Columbus. They reached the Labrador peninsula - Winland (east coast of Canada).
Title: Re: THE NORTH 6
Post by: taniu on December 23, 2017, 02:15:30 PM
Viking diet

The Vikings ate sea and river fish. They fished in the coastal waters of the Baltic Sea and the North Sea, eg salmon, herring, cod. river fish like perch, trout, pike.
The diet of the Vikings was dominated by the meat of wild animals hunted in nearby forests, as well as seals that used to appear in the Baltic Sea.
It also happened that the Vikings ate the meat of reindeer, whales, walruses and bears.
Cereal products - groats, oatmeal or barley - wholemeal breads, multi-cereal, oatmeal, barley, millet and all groats.
The milk came mainly from sheep and cows, but there were also goats. Everything was made from cheeses, curd to cheese, and even side products like whey were drunk.
Vegetables - basic like carrots, cabbage, onions, turnips.
Meat preserved in salt or smoked meat. Their sugar was honey
For this you need to add fruits that appear in the forest like wild strawberries or raspberries and nuts.
Title: Re: THE NORTH 6
Post by: taniu on December 23, 2017, 03:08:41 PM
@Nilla @Tom Sowyer :)I agree with you that some products do not match the North, but the Vikings not only conquered other people's lands, but also settled in these countries, even reached Canada, and then withdrew. My thoughts - you may disagree with me, in fact the Normans do not eat potatoes and corn, but conquered peoples like that
Returning to the mods that would fit The North is difficult to choose, not which players only play The North without additions. but I like to experiment
I mean only 1 new mod "DS Ale House v2.0" - there are potatoes, corn, peachs I will not quote other mods. They include these products because it would be a long list - it's not about that. Maybe I write too much I would like to draw attention to the creator of such a great saga The North, not to remove all the mods that still fit the "The North" - especially NMT
Title: Re: THE NORTH 6
Post by: taniu on December 23, 2017, 03:37:04 PM
@Nilla @ Tom Sawyer :Dcontinuation of my thoughts
 Assuming that the Vikings were merchants Inhabitants of other lands offered wood, iron (necessary for making tools and weapons), skin of seals and whales, animal fur, fangs and walrus bones (useful for sculptors). The Vikings transported their goods for considerable distances with merchant ships (known as byrings).
The Vikings' own goods were exchanged for local goods. From the British Isles they brought silver, wheat and clothing; from the Mediterranean countries - wine, ceramics, gold and salt. They sailed across the Baltic Sea and further along the rivers through Rus, to Constantinople and Jerusalem. They imported exotic goods, such as spices or silk, from distant lands.
The most important Viking trade centers included: Birka (Sweden), Hedeby (Denmark), Truso (Prussian lands), Riga (Latvia), Wolin (Pomerania), Kaupang (Norway), Jorvik (England) and Dublin (Ireland ).
Vikings also traded in slaves (most often they were Christian prisoners and Slavs). Some slaves were taken to Scandinavia, for heavy construction work and for a role, but most were sold for silver to Arab countries.
you can add other examples of products here is a lot - what you think about it ?
sorry for my English but I use "Google Translate" - I apologize for my long report but maybe I came in for something? any new ideas?

Title: Re: THE NORTH 6
Post by: taniu on December 24, 2017, 06:31:23 AM
"Wiking" is a word from the Old Norman vikingr and in the Viking period, meaning all Scandinavians (and people of Scandinavian origin, except for Scandinavians settled in the east, who were called Waregami). However, the word Vikingr itself means a sea robber or pirate.
  The word "viking", however, entered the general usage only in the nineteenth century, along with the awakening of the national consciousness of the Scandinavians. During this period, Vikings were introduced as warriors in horned helmets. This image is commonly associated with them today, although there is no support in historical facts.
that's all about Vikings - they came from today's Scandinavia. [Iceland. Sweden. Norway. Denmark] - That's my arguments
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 25, 2017, 05:42:38 PM
North 6 on Steam

Yesterday I updated the North mod on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=923791890). This version is also available on my website (http://www.banishedventures.com/north). It includes all bug fixes and minor changes we have talked about and a few more things. The new turnip model is included. Gold and silver got their splitting and are now counted separate in overview and townhall statistics. For crops from the New World I decided on Nilla's suggestion and will make a small add-on. I also included adapting files for currently updated mods by @Discrepancy (DSWagonVendors, DSTownHouses and CrestBlacksmith). These great mods are now compatible and recommended for the Nordic scenario. Last but not least the Russian translation by Lucy Bextor is now up to date as well.

Thank you again to all people who reported bugs and made suggestions after the first release 2 weeks ago! I wish you all some relaxing holidays after Christmas. ;D
Title: Re: THE NORTH 6
Post by: Nilla on December 26, 2017, 05:01:14 AM
Can I use the latest version in my existing game? I want to go on with my latest game after the brief Christmas brake.

Looks like you're interested in vikings @taniu. If you or someone else want some nice holiday reading on these theme, I can recommend a book from the Swedish author Frans G Bengtsson called Röde Orm. It´s translated to many languages, I know of the English (The Long Ships) and German (Die Abenteuer des Röde Orm) but there are at least 20 more.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 26, 2017, 05:32:16 AM
I guess it will make problems because flags are changed to solve the issues from your last village. Rye and wheat are edible and grain is working in the usual way again. If you want to try I suggest to remove all markets and trading posts in your town before updating. But the clean way is actually a new map.
Title: Re: THE NORTH 6
Post by: DrWest on December 26, 2017, 09:01:09 AM
Thank you for your feedback @DrWest!
  • I guess the cotton crop comes in game by NMT. Would not be a good investment for your town.^^ I also can remove it from merchants.
  • The capacity of the herb storage is added for next update.
  • The medieval kiln is a shortcut to bricks using NMT and I don't mind. At least it would be strange to add bricks as requirement of this object.
  • With gold you are right and it's already changed for next update. It will be split to nuggets with a value of 400 and will be removed from slopes to be more rare on the map.
  • A cutter yard I want to add later. Something matching the foresters lodge or so.
  • The pickup function we removed from this mod in an earlier update because it made farming too simple. It removes things like caring about walkways of farmers or storage and roads next to fields or adding more workers in harvest season and so on. Luke did outcomment this button in code probably because of the same reason after final tests.
  • With Hazelnuts you mean wild bushes in the forest dropping nuts or something to grow in an orchard? It sounds interesting. Maple stuff rather not because of the focus of this mod and another berry species would need any new aspect besides blueberries. Normally I try to avoid doubled resources with same properties. Adding another berry bush model to harvest "berries" from all of them is another thing but only a visual improvement.
If you have more ideas and suggestions, please put in here. I appreciate that very much. :)



More ideas:


Anyways, that's it for now. Best regards :)
[/list]
Title: Re: THE NORTH 6
Post by: brads3 on December 26, 2017, 10:19:52 AM
have you considered adding the canadian pne mod? @DrWest ,that would give you the maple sap and syrup and cranberries.i am curious how the trapping would react with the NORTH.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 26, 2017, 01:20:57 PM
Danke fürs Feedback und den Link @DrWest. Vielleicht kann man bei den NordNerds mal über die Mod was gastbloggen. ;D

Hazelnuts.. yes why not in both, woods and orchard. What I like on this idea is that it could be gathered in winter (useful for the gatherer shelter). I put it on my roadmap! @tanypredator had this idea some time ago. So it's not really new.

Unified "Berries" are possible. We also discussed this already somewhere and it would be even more consistent to "Roots" and "Mushrooms".

The idea of amber I like as well. It is similar to gold nuggets from river banks but has another aspect if necessary to process for a trade good. The only rather strange thing would be that it's actually a maritime resource and we don't have sea shores on our maps.

Moose, yes! That's on my personal wish list. But I guess Santa Clause will not bring it. Even if I buy an animated model, we don't know how to prepare it for the game. The developer invented his own system. The CC crew made attempts with animated animals and maybe we will be able one day. For now we have to build a hunting cabin to see at least a part of a moose.^^ To be more dangerous if hunted is not possible. Hunters and trappers in the North die accidentally if they encounter a bear (and lose the fight). 8)

Small markets or other managed storage locations for old villages I have in mind. Still not sure how exactly. Btw, the marketplace got a better look and fits in a viking town. And my recommendation for small specialized markets are DSWagonVendors which are working in the North since my last update.

The log cabins had this upgrade button. I guess I have removed it because it was strange to upgrade them to red cottages with sod roofed workshops next to them. The cottages need something new like this. Actually the idea is to have old farmers doing everything in their farmstead and later more specialized professions in proper workplaces. But it doesn't mean that modern people cannot have any workplace to make berry jam and so on.

Now, to bring more than theoretical stuff, I have a few small items to share:

(http://www.banishedventures.com/images/icons/NewCrops.png) (http://www.banishedventures.com/download/newcrops)Crops from the new World to add to Nordic towns when reaching the 19th century
or whenever you want. For @taniu.
(http://www.banishedventures.com/images/icons/OvenHouse.png) (http://www.banishedventures.com/downloads/OvenHouse.pkm)Separate Oven House to bake colonial and vanilla bread
for @TheOtherMicheal
(http://www.banishedventures.com/images/icons/Bag.png) (http://www.banishedventures.com/downloads/MoneyBag.pkm)The Money Bag from @twilightbreeze to work in the last update again
(with changed flags).
(http://www.banishedventures.com/images/icons/Norseman.png) (http://www.banishedventures.com/download/norseman/)And the Norseman Mod for 1.0.7.
Not new but now green in your mod list.




Title: Re: THE NORTH 6
Post by: DrWest on December 26, 2017, 03:03:07 PM
What's the load order for these new mods? Main North above or below them?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 26, 2017, 04:10:44 PM
It doesn't matter because they are green in your mod list. If you use the oven house in CC I would place it below.
Title: Re: THE NORTH 6
Post by: taniu on December 27, 2017, 03:36:59 PM
@Tom Sawyer  :D Thank you for adding "Crops from the new World"
Is it possible to add more, seals, walruses, whales if you do not have a sea shore but maybe there is a sea ship moored to the river bank as it is in the "CC" mods. You can use meat and skin of seals and whales, animal fur, fangs and walrus bones (useful for sculptors). -add a profession as a craftsman or a sculptor
I have a question why I can not use mods "EB Production sed2" is Glassmaker but it does not make Glass or Glassware - Tom, can you modify this mods to The North? Thank you for adding the new 3 DS Mods. It is a pity that it does not fully work well mods Kid - "Friendly Neighdorhoad v 2" there are a lot of small buildings - hard - you can not have "The North" there are 2 different Glassmaker images.
Title: Re: THE NORTH 6
Post by: taniu on December 27, 2017, 03:54:03 PM
@Tom Sawyer  :D I have a question about the work of Smith's Workplace, which has a covert tool limit? I added up to 10,000 but I can not produce Barrows or Traps and I would like to trade these goods? are these things only needed for the market and the trapper? Cheers!
Happy New Year
Title: Re: THE NORTH 6
Post by: taniu on December 27, 2017, 04:01:37 PM
@Nilla  :DThank you for the propositions of books on the history of "Vikings". We now flock to TV season 6 - "Vikings" - a fantasy series
Happy New Year
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 28, 2017, 09:10:26 AM
Vikings 6? I'm watching season 5 these days and have to wait one week for every episode. :/

You have a lot of mods enabled @taniu. Many of them are not tested. Have to look at more to expand the compatibility list. EB Glassworks I will definitely make working properly in this combination. There must be two different internal names for glassmakers.

Barrows are used by vendors and traders and traps by trappers of course. They are not tools and crafting these items follows the "Goods" limit.

With all these maritime resources I'm not sure. Any way to make lamp oil for the mine would be nice. From whale maybe or just bought. Lets see.
Title: Re: THE NORTH 6
Post by: brads3 on December 28, 2017, 09:24:37 AM
TOM,the old compatability buildings mod is suppose to fix issues where 2 mods use the same building name. if it will save you the work of fixing similar issues the link should be on the mod order page under tips and tricks.
Title: Re: THE NORTH 6
Post by: RedKetchup on December 28, 2017, 01:10:16 PM
Vikings 6? I'm watching season 5 these days and have to wait one week for every episode. :/

i think he is mixed up North 6 and Vikings 5 ^^
Title: Re: THE NORTH 6
Post by: taniu on December 29, 2017, 02:48:33 AM
@ Tom Sowyer  :DMaking glass the reason between your mod and mod EB may be different graphics, unfortunately I do not know the programming I'm an old man, but I am sending these screen shots maybe you can do something or EB?[ @embx61]
"Store Hut" - Gather Sand - employee - Worker -EB - " Sand Pit" -sand - employee - Miner -Tom
"Glass Work " EB  -  "Glass Faktory " - Tom  -  employee  Glassmaker   -graphic difference or maybe no access to the warehouse - I do not know?
Title: Re: THE NORTH 6
Post by: taniu on December 29, 2017, 02:58:32 AM
@Tom Sawyer  :D question from what buyer or from where I can get the potatoes I play, long and I do not have potatoes - only sweet potatoes needed for "Browers" - Snaps from Potatoes ?
Title: Re: THE NORTH 6
Post by: taniu on December 29, 2017, 03:23:11 AM
@Tom Sawyer  :D I have a Trading Dock question and the game is about but when the Trading Post attitude is crashing it can be my fault - mismatched mods or something else? I do not know ?
2 question, what warehouse does the flour take? I have a lot of warehouse from DS
Yes I have many mods and I need some removal from "The North "but I like to add something and maybe something will discover? I have greenhouses Kid and CC animals is OK I have a Deer but I will delete it because it is Reindeer - they are doubled
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 29, 2017, 02:35:56 PM
To get potatoes you have to enable the NewCrops mod and to wait for merchants who usually bring crop seeds. Merchants also will bring potatoes as food then. And yes, they can be processed to hard liquor. Sweet potatoes are from another mod, I guess from Kid. Flour is stored in barns and every food market. You can of course add all these mods but it's experimental and without money-back guarantee. ;D
Title: Re: THE NORTH 6
Post by: taniu on December 29, 2017, 04:06:13 PM
@Tom Sawyer :D I'm sorry to bother you in the design, but I got lost, no - "I do not have such a" New Crops "mod - who issued it  - only"NMTCrops "has no potatoes - you can help me. Please. Regards
 
 
Title: Re: THE NORTH 6
Post by: Nilla on December 29, 2017, 04:27:49 PM
I'm not @Tom Sawyer but I can still help. Look in this thread just a few entries earlier. There are four icons to download, among them "Crops from the new World". http://worldofbanished.com/index.php?topic=2123.msg43135#msg43135
Title: Re: THE NORTH 6
Post by: RedKetchup on December 29, 2017, 04:47:23 PM
only"NMTCrops "has no potatoes

nmt doesnt have potatoes because it has been provided by the game :)
Title: Re: THE NORTH 6
Post by: Thorsten44 on December 29, 2017, 11:09:20 PM
https://banishedinfo.com/mods/view/882-Hunting-unlimited?ref=855

Hello Tom Sawyer, would you please so kind and tell me, where i can find your mod in the link above.
It has been deleted.

THX
Title: Re: THE NORTH 6
Post by: brads3 on December 29, 2017, 11:15:19 PM
@Thorsten44   http://www.banishedventures.com/download/hunting/
TOM has them under his wiki link below his posts.
Title: Re: THE NORTH 6
Post by: Thorsten44 on December 29, 2017, 11:32:04 PM
THX for your answer, but hm ?
I´m searching for this older file "hunting-unlimited.pkm" , not the "hunting active" mod.
Any idea ?

 :(
Title: Re: THE NORTH 6
Post by: galensgranny on December 29, 2017, 11:37:23 PM
It took me a while to find it again, but here it is:  http://www.banishedventures.com/mods/hunting/ (http://www.banishedventures.com/mods/hunting/)

You will most likely need to register on Tom's site "Banished Ventures" in order to see the download link.

This is an updated version of the old one where you had to assign a laborer.  It has a different name now.


Title: Re: THE NORTH 6
Post by: galensgranny on December 29, 2017, 11:50:04 PM
Or, if you want one of the previous versions, (which I don't think are as good as the new Version 3), you get them at https://banishedinfo.com/mods/view/853-Hunting#changelog
Title: Re: THE NORTH 6
Post by: Thorsten44 on December 29, 2017, 11:59:57 PM
Thx for your help, but anyway, the file i´m searching for is the one, wich only makes it possible to hunt independent of the season and gives the huntercabin a larger radius.

"huntingunlimited.pkm" ...the new Version wich you ment i know it is still available on banishedinfo.com
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 30, 2017, 05:00:47 AM
This hunting unlimited mod was my first mod I made for Banished. I did not understand why my hunters have to wait 2 month while people die to starvation and just changed it. Later I made the hunting tool as a replacement of the first attempt. But I don't mind if you use the old idea. So did it again...  :)

(http://www.banishedventures.com/images/icons/HuntingUnlimited.png) (http://www.banishedventures.com/download/huntingunlimited)  Hunting Unlimited (http://www.banishedventures.com/download/huntingunlimited/)
Lets your hunters hunt without time limit. Affects only the vanilla hunting lodge.
Title: Re: THE NORTH 6
Post by: taniu on December 30, 2017, 02:38:40 PM
@Tom Sawyer @ Nilla Thank you for your help and advice - I did not know you had to press the icon - to download this mod,  I play again from the beginning of "The North" . Regards  :D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 30, 2017, 04:08:49 PM
You don't need to start over @taniu. Just add this little mod and your merchants will start to bring crops from the New World. It is thought to be added in a later stage of a running game.
Title: Re: THE NORTH 6
Post by: galensgranny on December 30, 2017, 04:44:31 PM
This hunting unlimited mod was my first mod I made for Banished. I did not understand why my hunters have to wait 2 month while people die to starvation and just changed it. Later I made the hunting tool as a replacement of the first attempt. But I don't mind if you use the old idea. So did it again...  :)


Hunting Unlimited (http://www.banishedventures.com/downloads/HuntingUnlimited.pkm)
Lets your hunters hunt without time limit. Affects only the vanilla hunting lodge.






The hunters in the basic game don't hunt for two months of the year?   
Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 30, 2017, 05:35:10 PM
They don't hunt for two month after every deer they have killed. That makes maximum 6 deer per hunting lodge in a year. Rather 4 - 5 in game because of searching for the next deer after the close season has ended.
Title: Re: THE NORTH 6
Post by: galensgranny on December 30, 2017, 08:15:05 PM
Quote
They don't hunt for two month after every deer they have killed. That makes maximum 6 deer per hunting lodge in a year. Rather 4 - 5 in game because of searching for the next deer after the close season has ended.


I did not know that.  That is not realistic or very sensible.  Well then, I will certainly download your mod.  Thanks to Thorsten44 for bringing up the Hunting Unlimited mod for the actual hunter's lodge which got you, Tom, to bring it back here!  :)
Title: Re: THE NORTH 6
Post by: darnokthemage on December 31, 2017, 12:02:09 PM
Hi, have you though about making the falu red painted buildings require red paint? It would make sense adding it as a tradable and later produceable product that uses iron ore, as the paint is a rest product from mining iron. Since the paint was only starting to be really common in the 1900th century, it would make sense to only be able to afford it for bigger and more important buildings in the early game.

Title: Re: THE NORTH 6
Post by: Tom Sawyer on December 31, 2017, 02:29:55 PM
Welcome on board! Yes, this idea exists since red cottages appeared in this mod. The idea was to make Falu red by the traditional recipe from flour, linseed oil and copper ore as a building requirement of every red house. But there are still some issues to solve. For example: Where and by what a profession to make it without being strange? What's with buildings which have different paintings in 'F' variants like Small Barn and Blacksmith Shop or upcoming town houses. Would it become too confusing or even annoying to have to make this paint from various ingredients just to build this or that house.. in addition to bricks and glass which already define the modern time. So it's not fully worked out yet. :)
Title: Re: THE NORTH 6
Post by: darnokthemage on December 31, 2017, 03:49:03 PM
Is it possible to make buildings change their "F" change variants depending on resources you have? Probably not...

Title: Re: THE NORTH 6
Post by: RedKetchup on December 31, 2017, 04:06:35 PM
Is it possible to make buildings change their "F" change variants depending on resources you have? Probably not...

no, only the model, not  the resources.
Title: Re: THE NORTH 6
Post by: darnokthemage on January 01, 2018, 04:53:36 AM
Hmm... how moddable is Banished? Can you for example add animated buildings, or new skins of animals and villagers?
Title: Re: THE NORTH 6
Post by: Gatherer on January 01, 2018, 06:47:40 AM
Can you for example add animated buildings?

No.

Can you for example add new skins of animals and villagers?

Yes.
Title: Re: THE NORTH 6
Post by: Nilla on January 01, 2018, 08:59:15 AM
I´ve found a bug.

It looks like the apiary follows the clothes limit.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 01, 2018, 05:17:32 PM
Yes, the modkit has its limits @darnokthemage . Animated buildings are one of them. But I do not really miss such a feature. The only object that would use it is probably a mill. Other restrictions bother me more. But there are also many more things we can do and who knows what we still can figure out.

With the bee yard you seem to be right @Nilla. I was thinking about any put-off but no idea why the bees could follow the clothes limit. 8)
Title: Re: THE NORTH 6
Post by: RedKetchup on January 01, 2018, 06:10:12 PM
Other restrictions bother me more. But there are also many more things we can do and who knows what we still can figure out.



:D

yeah like i did : put some plants and make them moving and/or disappearing in winter inside the building meshes...
or horse heads inside a stable which swing and move a bit with billboard evergreen material :)
Title: Re: THE NORTH 6
Post by: darnokthemage on January 02, 2018, 02:30:55 PM
So is a bigger trading ship out of the question? It would be cool to have a more longboatish, or atleast bigger ship instead of a guy with a hat in a small boat.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 03, 2018, 05:50:59 AM
I did not try to replace the vanilla boat. I guess the CC crew tried, but I always saw only rowboats on the trading post there.
Title: Re: THE NORTH 6
Post by: taniu on January 04, 2018, 01:12:48 PM
@ Tom Sawyer  :D I was thinking about a sea ship that is moored to the shore like in CC and is fishing, whales, seals and lobsters - not a merchant boat
Viking ship - Normans would also moor on the shore and catch seals, whales, walrus, cod - this is just my idea, is it possible to create such a ship, what do you think  Tom? I am sending several pictures
Title: Re: THE NORTH 6
Post by: taniu on January 04, 2018, 01:22:00 PM
@Tom Sawyer  :)I am sending some pictures of buildings from Norway, maybe it will be useful with new ideas for "The North".Regards
Title: Re: THE NORTH 6
Post by: taniu on January 04, 2018, 01:23:53 PM
@ Tom Sawyer  :D
Title: Re: THE NORTH 6
Post by: triangle on January 08, 2018, 06:34:32 PM
I really enjoyed playing in this mod and many clever things unique to playing it such as you can gather sticks for firewood in the forest like gathering wild plants and herbs.

I played the north6 version but couldn't solve popup errors..

when the smaller blacksmith building didn't already have a specific required resource stored in the buildings inventory it would throw an error until that resource was stored. so i switched over to make a barrow and the blacksmith would grab some wood and problem was temporarily solved until they used up that resource.

same thing happened with the iron ore plumes.

not sure it was a "mod error" but rather the version build of banished i was using at the time a gog version upgraded using BanishedPatch_1.0.6_To_1.0.7.170910

did anyone else get this error?

Title: Re: THE NORTH 6
Post by: Nilla on January 09, 2018, 03:03:11 AM
I`m not sure, that I understand you right. I have noticed the same/something similar, but it causes me no trouble. Of cause you switch between products in the smithy. If I make iron and I'm out of iron bloom, this sign "out of material" shows, as it should. It's time to switch to tools. The sign doesn't go away, as soon as you switch to tools. It takes until the blacksmith actually has got the iron and wood into his smithy. Is this your only problem or do you have any crashes/production stops or anything else? By the way you can see the same in other buildings, too. I'm not sure, but isn't it the same in a vanilla tailor, when you're out of wool and switch to leather coats?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 09, 2018, 03:40:15 PM
Can you please show a screenshot of your error popup @triangle? I would like to check if I have to fix something. :)
Title: Re: THE NORTH 6
Post by: triangle on January 09, 2018, 06:39:19 PM
Sure no problem..

in the below image top right corner is the last resource placed into the inventory with what the smith needs to make Iron with I hear her ping-ping sound crafting it into iron, just after the sound stops a split second later.. then I get the popup.

the smithy was turning RawMaterialIronBloom into RawMaterialIron then bends down inside the workplace.. bang->I get the below popup.

what i think is happening here is
1) the blacksmith is having an issue taking the already processed Iron into her own bannie self's storage because it's not being placed inside the blacksmith's Storage for her to take it from.

(or)

2) a smith's workplace point is not referenced or placed right maybe?.. when the RawMaterialIron 'Iron model' resource is made and placed directly onto the map just outside of the blacksmith's workplace rather then going directly into the workplace Storage. 

I noticed she bends down to pick it up directly inside the blacksmith's workplace rather then walking to the outside edge like most other workplaces do, and thats exactly when it spits out the error.

You also can see that there is no Iron in storage inside the workplace so if I *switch over quickly* to make some tools so that the blacksmith then goes and gathers wood & Iron from regular storage sheds and Then finally places it into the blacksmith workplace storage once that Iron is stored I can switch back to make more iron without any more popups and the problem finally goes away.

as long as there is some iron in blacksmith's workplace.

this also happens again to me with the Milk Workplace when making skyre from milk!

if it helps any here are my Specs:

Installed GOG version of Banished 2.5.0.9 = Banished_1.0.6
then I updated with BanishedPatch_1.0.6_To_1.0.7.170910

I am playing it using BanishedKit_1.0.7.170910 with no other mods + launching banishedkit to only uses packages /onlypkg

(http://i66.tinypic.com/ephqw0.png)
Title: Re: THE NORTH 6
Post by: Nilla on January 10, 2018, 02:08:46 AM
Never seen something like that.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 10, 2018, 02:53:39 AM
Thank you @triangle. Thats a warning from modkit and only occurs if you run the mod from there. If you run it normally it will not happen. In this popup the modkit is scolding about my recipe. I keep not used materials in the smithy so the worker does not have to carry in and out stuff when switching between iron forging and tool making or just to make a barrow. It's way more convenient this way and works fine in normal game. :)
Title: ahAH! solved.
Post by: triangle on January 10, 2018, 04:58:22 AM
I am glad you solved the mystery why I couldn't play in my favorite mod & now I know how I can play it again without errors. Thank You for clearing that up!  ;D

This also explains why Kids Workplace was giving me the same issue with flour which is why I joined the forums to report that error to him in the first place.. my first post.

He probably thought I was nuts, and well maybe I am but that's beside the point - now I can play thenorth mod because I was a tool for using banishedkit to play mods in.

Sorry If I spam'd your post with a long false error report and glad it wasn't a mod problem, I was clueless why that was happening *blush*

Maybe it will help someone else solve any similar issue.
Title: Re: THE NORTH 6
Post by: RedKetchup on January 10, 2018, 09:40:34 AM
why were you playing with the toolkit executable ?

cause you had access to the 50x and 100x ?

 ;D  ;D  ;D

sorry i had to do that one  ;D
Title: Re: THE NORTH 6
Post by: Hawk on January 10, 2018, 06:49:23 PM
@Tom Sawyer - Maybe I'm missing something here (wouldn't be the first time  ;D ). I just installed the newest version of The North, along with all the mods listed in the Compatible Mods list.

What I'm confused about is EB's Leatherworks. It produces pouches and saddles from cured leather, but I looked through all the production options in the game and didn't find anything that makes cured leather.
It seems in order to cure leather you need EB's Tannery, which requires salt, water and leather to produce cured leather. But the Tannery isn't listed in your Compatible Mods list. EB's Saltworks is on the list but not his Water Well.

Am I missing something? Is there something in The North that cures leather to produce cured leather and I just missed it, or it's not in the tool tip description?
Could it be it's there but I just overlooked it?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 11, 2018, 01:57:10 AM
You missed to put them all below the North @Hawk. Above they do not use nordic resources. You can try to change your mod list and rebuild them if necessary. But the cleanest way is to quit the map, put the North on top and restart Banished to start over. Then these EB mods are fully integrated. The leatherworker will process hides, leather and furs. The water well would be useless in the North but at the tannery I will take a look.
Title: Re: THE NORTH 6
Post by: Hawk on January 11, 2018, 05:48:40 AM
I do have the North at the top of the list. I did not, however, actually build the Leatherworks building before I posted.

The tool tip description of the building says that it produces Saddles and Pouches from cured leather, but once it's built it plainly says that it produces Leather from Cow Hides, Leather from Reindeer Hides, Leather Coat, Fur Coat, and Reindeer Parka.

I apologize for jumping the gun.  :-[ :)
Title: Re: THE NORTH 6
Post by: ancientmuse on January 11, 2018, 10:29:36 AM
@Tom Sawyer

I've just noticed that your stone tools mod for the North 5 doesn't work in the North 6, you can build it but once you click on it the game crashes.  I've tried placing it both below and above the North 6 mod.

It would be nice to be able to make basic stone tools for bannies so they don't run out while you're working all the other production chains trying to make iron so that you can make iron tools.

When you start out with Anders and Ella, it's impossible to not run out of tools before you have a chance to get some iron made for toolmaking... and once bannies run out of tools, then trying to do anything becomes extremely difficult.  So the stone tools mod is very helpful to keep your bannies supplied with some kind of tool until they can make proper iron ones.

Is there some way for you to fix this mod so that it works in the North 6 ?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 11, 2018, 12:02:29 PM
(http://www.banishedventures.com/images/icons/stonetools.png) (http://www.banishedventures.com/download/stonetools/)   StoneTools.pkm (http://www.banishedventures.com/download/stonetools/)
   Adds a workplace to make some simple stone tools for @ancientmuse.^^
Title: Re: THE NORTH 6
Post by: ancientmuse on January 11, 2018, 02:15:06 PM
@Tom Sawyer

Muchly appreciated !

 :)
Title: Re: THE NORTH 6
Post by: triangle on January 11, 2018, 02:22:18 PM
next themed mod you work on consider doing Stone Age Caveman theme.

stone tools replace iron tools.
woolly mammoth replace deer.
tornado disaster replaced by a T-Rex doing a hunting animation on bannies.

that tool will totally fit in perfectly. =)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 11, 2018, 04:01:25 PM
And Ransom the hunter was eaten by a saber tooth tiger.^^
Title: Re: THE NORTH 6
Post by: Turis on January 12, 2018, 02:00:13 AM
I hope you mean Diego. ;)
Title: Re: THE NORTH 6
Post by: taniu on January 12, 2018, 05:08:07 AM
I'm thinking of such animals, not a woolly mammoth :D
Title: Re: THE NORTH 6
Post by: taniu on January 12, 2018, 05:14:08 AM
something interesting from Norway: Trolls
Title: Re: THE NORTH 6
Post by: taniu on January 12, 2018, 05:17:12 AM
Greetings to all :D :D :D
Title: Re: THE NORTH 6
Post by: Turis on January 12, 2018, 07:12:10 AM
And, don't forget the ice age!!!
Title: Re: THE NORTH 6
Post by: darnokthemage on January 12, 2018, 11:32:11 AM
If we are going to talk about Trolls, then John Bauers illustrations are the definitive ones!(http://www.nocloo.com/wp-content/gallery/bauer-gnome6/bauer-troll6-16.jpg)
Title: Re: THE NORTH 6
Post by: taniu on January 16, 2018, 02:53:22 AM
@ Tom Sawyer :DI have a request whether it is possible to make a separate mod - the building "Workplace" - it is very functional - has a tailor, miller, etc. - then you will save yourself standing separate buildings and employees - Please and Greet
Title: Re: THE NORTH 6
Post by: Turis on January 16, 2018, 03:45:12 AM
It sure saves a lot of work for the modder and I don't mind to build them and choose an specific task to each of them.
Title: Re: THE NORTH 6
Post by: Hawk on January 16, 2018, 06:22:01 AM
I like having a small 'Workplace' in the beginning to make some tools and clothes, like some of the limited versions out there.
One worker max. Make only iron or stone tools and make only one type of clothing from leather. Doesn't require much to build.

Then as your village grows you can build bigger and better Blacksmiths and Tailors to do better tools and clothes.
Title: Re: Input
Post by: triangle on January 16, 2018, 07:21:44 AM
I am going to agree with hawk, the more smaller variants of workplaces types the better. 

1x1 is great for quickly getting things going early on in the game covering all the priority buildings first until you can reach a point of safe stability and expand.

I always hated the fact I have to tear down a larger building & lose those resources because they don't fit into a well functioning layout later on down the line.

with smaller buildings they can be torn down and rebuilt on the fly no big deal and also serve their purposes early on that way.

Later as the demand grows higher due to population spikes that is when the medium to larger buildings fit in better.

Also why I use so many kid/nomad type mods so if some mod isn't compatible with those minimods I use then they are disposed of pretty quickly, they take the priority period because they are so useful with the north mod being the only exception.

you can of course build the mod however you wish but that doesn't stop us from trying the incompatible mods first, then standing outside your post with torches and pitchforks later.

| | |
| | |
  V
  |
Title: Re: THE NORTH 6
Post by: twilightbreeze on January 16, 2018, 08:16:51 AM
I'd actually like to add wool clothing to the basic workplace, then you can save the fur/linen/warm clothes etc for the more advanced Tailor building.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 16, 2018, 09:16:39 AM
What do you want, my Viking brothers? We have already many small workplaces. The farmers workplace for grinding grain, brewing ale and making clothes, the campfire to make parkas and the small one for stone tools. Go home to your wifes and take some mead to calm down or go raiding Nillas village but don't scare me with your pitchforks. ;D
Title: Re: THE NORTH 6
Post by: Nilla on January 16, 2018, 09:23:29 AM
....... or go raiding Nillas ........

NOOOOOOOO  :o

I play this game because it´s peaceful. No need to battle!  ;)
Title: Re: THE NORTH 6
Post by: Turis on January 16, 2018, 09:54:33 AM
Let's raid Nilla's village! ;D
Title: Re: THE NORTH 6
Post by: Nilla on January 16, 2018, 09:58:57 AM
Let's raid Nilla's village! ;D
BEWARE!;) As I said in that other thread. These are vikings! If you don't know the early European history. The viking pillaged and conquered a big part of Northern Europe.
Title: Re: THE NORTH 6
Post by: Hawk on January 16, 2018, 03:31:23 PM
It was an honor for them to die in battle, so they were pretty vicious.
Dying in battle was, apparently, the only way they could go to Valhalla; their version of Heaven.
Title: Re: THE NORTH 6
Post by: Discrepancy on January 16, 2018, 03:54:35 PM
@Tom Sawyer ,
I feel a bit out of the loop with the North of late.
I want to update the Advanced version of the Blast Furnace...

if and what has changed?
is it still:

Iron Ore flag= Iron

Iron flag=CoalFuel

Charcoal-CoalFuel

Coal flag=Fuel
?

And what other storage flags are you using?

thanks

Title: Re: THE NORTH 6
Post by: triangle on January 16, 2018, 05:42:18 PM
made a joke wasn't a threat, love the mod and all the enthusiasm. I also know my History well so no need for you to send out Saxons,Vikings, or Sea Raiders to lop off my head + drinK frOm skUL  ???

 just adding some Input I like smaller like the fish smokehouse but for more important buildings like a mini blacksmith, or small stone quarry-masonry or mini mine mini sandpit like you did the clay pit ..etc


Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 16, 2018, 06:03:33 PM
@Discrepancy and others, here are the flags I use in this version: North6Flags.pdf (http://www.banishedventures.com/downloads/North6Flags.pdf)

I can help with code for UI or trading post and with testing to make it work perfectly together. :)
Title: Re: THE NORTH 6
Post by: Discrepancy on January 16, 2018, 06:07:37 PM
Thank you :) I will let you know how I go.
Title: Re: THE NORTH 6
Post by: Nilla on January 17, 2018, 01:06:04 PM
Nice to hear, that the Blast Furnace will be upgraded. It will fit later in my present game. :)

I have a question; how warm are the clothes from the workshop and the parkas from the fireplace?

Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 17, 2018, 02:34:04 PM
www.banishedventures.com/wiki/clothes  :)
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 04:17:30 PM
Anyone have any ideas on what to do with a gazillion feathers in the North ?

None of the traders want to buy them, and I haven't come across any production chains yet that uses the feathers to make things.

These dang feathers are taking up all of my storage spaces in all of my storage buildings and my trading docks !


Help !

 :o
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 04:22:22 PM
Maybe get @RedKetchup's The Warehouse Inc (http://worldofbanished.com/index.php?action=downloads;sa=view;down=242)  mod and just store them all there?  ::)
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 04:34:33 PM
@Hawk

I'm wondering why none of the traders want to buy the feathers in the North. 

My town is a little over 30 years old now and not one single trader in that whole time is willing to buy feathers.

So if the traders aren't buying them, then what's the purpose of feathers ? 

Are the feathers being used in a production chain in one of the advanced industrial buildings that maybe I haven't built yet, so I'm not aware of it yet ?

Or are the feathers just completely useless ?

Why bother having feathers then if all you can do is store them ?



Surely there must be some purpose for the feathers in the North that maybe I've not discovered yet ?
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 04:52:18 PM
I thought I was trading them, but maybe I'm not remembering right. Other than that, no - I never did find a purpose for them.

I do remember building Red's warehouse and storing them there. It's not a regular warehouse. The Bannies don't have access to it. It's only accessible by a Bannie you assign to it, like a trading dock.
Title: Re: THE NORTH 6
Post by: Discrepancy on January 17, 2018, 04:55:26 PM
is it the north adding the feathers?
Title: Re: THE NORTH 6
Post by: Nilla on January 17, 2018, 05:24:03 PM
I have never seen any feathers in the North. To me it sounds very much CC. What mods do you have? Any of them over the North in the load order?

And yes, I find feathers annoying, too. They can be used in some production chains, but not in the North. Some clothing, bedding and some other things, all CC.
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 06:20:26 PM
Now that you mention it, I did have all the mods installed that are listed on this page.

http://www.banishedventures.com/north-compatible/ (http://www.banishedventures.com/north-compatible/)

Maybe the feathers are from one of them.
Here's a list of all mods I had installed, in load order.

North
D20MedievalHouses
DSFences
DSWagonVendor
EBApothecary
EBBakery
EBBarn
EBBridges
EBChurch
EBDecoFences
EBFarmhouses
EBFarmstand
EBHerbalist
EBLeatherWorks
EBOilPress
EBSaltWorks
EBWindmill
flatten
ForestOutpost
KidMoreHouses
MiniBuildings
MoneyBag
MrFlopsiesStoneBridge
NatDiv
nordichouses
OldBakeryHouse
OldBlacksmith
OldHunterHut
OldTailorHouse
rowhouse
StoneTools
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 06:39:37 PM
I don't know if it's the North that's producing feathers or one of the mods....

Mods I have installed in the North:

- Mini buildings
- Kids Workplace
- EB Farmstand
- EB storage shed
- Kids Tiny mod
- Forest Outpost
- Kids Rowhouses
- EB Saltworks
- RK Firewood Storage
- Kid Storage Crates
- Kid Yardcovers
- Kid Deco Plants
- DS Storage
- DS Stone Hovels
- Kids Houses For Sale
- RK I See Fire
- Norseman mod
- Stone Tools
- Tom's separate New Crops mod


That's it, that's the only mods I have installed thus far.

I don't think any of those mods add feathers (or at least not that I'm aware of) ?

But either way, you can't use the feathers and you can't sell the feathers, so all they do is take up storage space.


Maybe this is a bug I've discovered with the North and maybe Tom just simply needs to fix the traders so that they can buy feathers ?

I don't know, I'm not sure how any of this stuff works.  All I know for sure is that none of the traders will buy feathers at all.

*shrug*
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 06:41:52 PM
In the regular Banished and CC Banished, the traders will buy the feathers.... so at least you can sell them and get rid of them.

It's just the North that the traders won't buy them for whatever reason.
Title: Re: THE NORTH 6
Post by: brads3 on January 17, 2018, 08:19:49 PM
i see mods on your lists that should add feathers. they are used for survival coats or bedding in CC. can you make any of those? do you have reeds? they must be coming from chickens, if you aren't hunting ducks.
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 08:22:24 PM
Which mods add feathers?
I've not found any way to make survival coats or bedding in The North.
Yes, there are reeds in The North mod.
Title: Re: THE NORTH 6
Post by: brads3 on January 17, 2018, 08:24:00 PM
the only mod i question is the mini mod. if that is the 1 giving you the feathers, try building the mini TP to ship them.be aware the trade merchants might decide then to bring odd items.you may want RED's trader fix for insurance.
Title: Re: THE NORTH 6
Post by: brads3 on January 17, 2018, 08:25:39 PM
@Hawk only mod i know is CC,but if the mini was made by CC then it is possable a piece got mixed into the coding.
Title: Re: THE NORTH 6
Post by: brads3 on January 17, 2018, 08:27:13 PM
is it that the trade post won't take the feathers in or is it the price is always 0? i'd dump them at 0,just to get rid if possable.
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 08:33:31 PM
The mini buildings mod was done by @kralyerg and is found over at BlackLiquid, but I didn't see anything in the description about feathers, survival coats or bedding.

http://blackliquidsoftware.com/index.php?/files/file/30-mini-buildings/ (http://blackliquidsoftware.com/index.php?/files/file/30-mini-buildings/)
Title: Re: THE NORTH 6
Post by: Abandoned on January 17, 2018, 09:06:39 PM
I don't see it listed but Busy Pastures adds feathers and bonemeal.  I don't see anything listed that should add feathers.
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 09:15:09 PM
is it that the trade post won't take the feathers in or is it the price is always 0? i'd dump them at 0,just to get rid if possable.

The North trading dock does store the feathers into inventory without any problems.

It's just that the traders won't buy them...

In other words: the feathers inventory is shaded dark when the trader arrives and you click on the trade tab, meaning the trader will not buy that particular item but will buy other stuff listed in your inventory that's not shaded dark.
Title: Re: THE NORTH 6
Post by: ancientmuse on January 17, 2018, 09:20:57 PM
.
Yes, there are reeds in The North mod.

Actually there are no reeds in the North.

You only get reeds if you add in the Natural Diversity mod.
Title: Re: THE NORTH 6
Post by: Hawk on January 17, 2018, 11:18:48 PM
.
Yes, there are reeds in The North mod.

Actually there are no reeds in the North.

You only get reeds if you add in the Natural Diversity mod.

True. Thanks for correcting me on that.  :)
Title: Re: THE NORTH 6
Post by: Nilla on January 18, 2018, 01:42:28 AM
I'm puzzled, too. As I've said, I've never seen any feathers in the North. And the Minibuildings below the North shouldn´t cause any problems. But I now remember one thing:

One time I played a game with CC. The next game was without CC. Still CC merchants arrived to my trading port, in that second game, even if this mod wasn't loaded. Some file had remained in the game somehow. I can't remember anymore what I did. I will look later and see, if I can find something about it in my blogs. But my first question; do you have CC or any connected mod you don´t use in the WinData file. If yes, move it away.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 18, 2018, 04:38:23 AM
It's a strange issue. I don't see any mod in the list which brings feathers in game. My only explanation is playing a CC map and then switching to the North without restarting the game or somehow connected with this multi-installation trick. At least there is CC code in this save game and feathers are probably not the only inconsistency. That the North mod includes livestock files where chicken is defined as the only output resource from chickens makes it even more strange. The clean solution is to quit this map and restart the game with disabled CC and to see if chickens still drop feathers.

Anyway I made a patch to fix your issue @ancientmuse. I cannot test it, so it's a shot in the dark but you can try if you want. Place it on top in your mod list and try to sell feathers to the next merchant. The value is increased from 0-1 to 1-2 and every merchant should take it. The output of feathers is reduced from 7-10 to 1 per chicken. So it might be also useful for CC players who want to dumb down feather production. Let me know. :)

FeatherPatch.pkm (http://www.banishedventures.com/download/featherpatch)
Title: Re: THE NORTH 6
Post by: Hawk on January 18, 2018, 06:46:08 AM
For whatever it's worth, I started a new North map and so far, no feathers. The hunters are getting chicken from grouse but I haven't started breeding chickens yet.
I just built a mini trading port to see if i can get some chickens to breed to see if that's where the feathers are coming from.

I do recall having a ton of feathers in a previous North map though, so I'm trying to reproduce it.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 18, 2018, 07:23:27 AM
Feathers from grouses as a side effect from CC would be more than crazy. I really wonder if it's not caused by your multi installation. You and also ancientmuse are using this. And for testing you can just start as villager with chickens. ;)
Title: Re: THE NORTH 6
Post by: Hawk on January 18, 2018, 07:42:41 AM
I don't have a multi-installation. I used to, long ago, but now it's just one installation, and I make sure when I change mods I edit the registry and delete them from the WinData folder, after unchecking them in game.
Title: Re: THE NORTH 6
Post by: Hawk on January 18, 2018, 08:05:23 AM
Well, I'm 7 years into this map. The hunters have got 24 chicken from grouse last year. Still no chickens from the traders, but still no feathers.

Not sure why I had them before.  :-\
Title: Re: THE NORTH 6
Post by: ancientmuse on January 18, 2018, 08:08:49 AM
@Tom Sawyer

Interesting... I wonder if my multi-installs are having an effect with the North ?  I've never had any weird wonky stuff with the older North mod though, so I have no idea.

But Abandoned mentioned that the Busy Pastures mod adds feathers and I do have that mod installed in my regular banished game, but not in the North 6 game... so I wonder if that mod is somehow cross-effecting the North ?

Freaky.

Anyways, I'll try a fresh new game and see if I still get feathers with my chickens (I don't get them with the grouse).  If I still do then I'll give your feather patch thingy a try and see if that fixes the problem, as long as I can sell the dang feathers to get rid them I'll be a happy camper.

Thanks Tom !

 :)
Title: Re: THE NORTH 6
Post by: Hawk on January 18, 2018, 08:18:42 AM
I finally got some chickens from the trader so we'll see if i get any feathers from them. I'll have to wait until they start killing them I guess. I have 6 out of 17.

And for testing you can just start as villager with chickens. ;)

DUH! I just saw this.  :-[ Oh well.  ::)
Title: Re: THE NORTH 6
Post by: Hawk on January 18, 2018, 08:32:26 AM
OK! I started a villager map and so far the farmer has got 8 chicken (as edible meat) and 9 eggs. No feathers.

I guess it was some kind of fluke on my end.  :-\
Title: Re: THE NORTH 6
Post by: twilightbreeze on January 18, 2018, 09:53:49 AM
I've never seen "feathers" either, just meat and eggs.
Title: Re: THE NORTH 6
Post by: Hawk on January 23, 2018, 12:26:03 PM
@Tom Sawyer - Question: Do I understand correctly that iron and tools are under the same limit flag?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 23, 2018, 05:29:32 PM
No, both have their own flag as usual. You probably wonder about the limit label in smithy UI. There, only the tool flag can be set.

So your good old Dell .. is running Banished well? ;D
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 04:48:33 AM
It looks like this old Dell runs Banished a little better than the machine that just died. I did take the RAM and video card out of the dead rig and put them in the Dell. Then I ran into problems. Come to find out I never installed any graphics drivers (it was just an Internet computer after all  ::) ). The Dell was running on default drivers. Once I installed the latest drivers for the card I installed, Banished no longer runs like a slide show. As a matter of fact, I can now run it with shadows on.  ;D

As for the flags; that wasn't what I experienced. I had the tools limit set at 100 and I couldn't make anymore iron once I had 100 tools. I even raised the limits of everything else.

I'll go back and try again. Maybe I missed something.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 24, 2018, 06:15:32 AM
That sounds good @Hawk. Playing without shadows is really no fun.

I tried to reproduce this limit thing but could not. Forging iron stops if the iron limit is reached and tool making if tool limit is reached. Must be something else in your game.
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:52:58 AM
OK! Weeellllll!!!! Never mind. I must have been doing something wrong.  :-[

I just tried again and set the tool limit to 50 and had 41 tools and 64 iron and the Blacksmith was still making iron.
I thought I raised all the limits enough before to check this but I guess I didn't.

Sorry!  :-[
Title: Re: THE NORTH 6
Post by: Nilla on January 24, 2018, 07:09:36 AM
You probably wonder about the limit label in smithy UI. There, only the tool flag can be set.

Really?

I thought a bit about this yesterday as I played. I produced glassware and the only limit shown at the glassworks is glass. Glassware belongs to another "flag". It stopped produce and I first was a bit confused because the glass limit was far from reached. It was no big problem. I found the right limit and raised it. But it would be nice to see more than this one limit. When you look at the wood mill from @kid1293, it shows fuel as well as construction limit. So somehow/sometimes it must work with more than one.

I even made a screenshot, because I wanted to ask about this.

I'm glad, too @Hawk, that the game still works. See, some advantage without adult children; you must learn to manage these "computer stuff" yourself. ;)
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 07:13:14 AM
I'm glad, too @Hawk, that the game still works. See, some advantage without adult children; you must learn to manage these "computer stuff" yourself. ;)

I'm just getting old and lazy. LOL! I can manage this computer stuff. I just don't get the joy out of it like I used to back when I built computers for me and my wife, and friends.
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 05:23:49 PM
A little more on the coats thing. In the screenshots below, note that in the first one, the tailor has 2 reindeer Hides in the shop, but she's walking around idling. According to your website, 1 hide makes 1 coat.

In screenshot 2, note that the tailor has 9 wool in the shop with Nordic Wool Coat selected and she's walking around idling.
In screenshot 3, I selected Wool Coat and she immediately went to work.
I didn't grab a screenshot after that but I changed it back to Nordic Wool Coat and she immediately went back to idling.

I'm a little confused. Your website doesn't say anything about Nordic Wool Coats - that I could find, and it seems that the Reindeer Coat info on your site is not quite right. Maybe changed in the new update?  :-\
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:13:21 PM
OK! Again, I'm confused about the iron/tools limit issue. See the screenshot below and explain why the Blacksmith making iron has reached the limit.
Title: Re: THE NORTH 6
Post by: RedKetchup on January 24, 2018, 06:20:34 PM
in your resource limit utility window, where is gone your original vanilla Iron limit spinner (named Metal) and all the others ??
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:24:20 PM
in your resource limit utility window, where is gone your original vanilla Iron limit spinner ?

I'm guessing you're asking Tom this question because I don't have a clue.  :-\ That is a shot of the full window.
Title: Re: THE NORTH 6
Post by: RedKetchup on January 24, 2018, 06:27:23 PM
in your resource limit utility window, where is gone your original vanilla Iron limit spinner ?

I'm guessing you're asking Tom this question because I don't have a clue.  :-\ That is a shot of the full window.

can we get a screenshot of your mods order list ?
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:29:53 PM
Sure thing.
Title: Re: THE NORTH 6
Post by: RedKetchup on January 24, 2018, 06:32:53 PM
Sure thing.

woah ! thats unexpected picture for sure :)
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:34:13 PM
LOL! I thought it would surprise you.  ;)
Title: Re: THE NORTH 6
Post by: RedKetchup on January 24, 2018, 06:36:32 PM
it is possible you are playing this game in a folder copy of your original game ?
and have your windows registry playing some tricks to you ?

what if you temporary rename your original game folder to something else ? or get out any mods in that original folder and try to play north there ? (if of course you have copies of the game)
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 06:43:55 PM
This is the only install of Banished on this computer, and the Registry is good, as you can see in the below screenshot.
Title: Re: THE NORTH 6
Post by: brads3 on January 24, 2018, 06:58:39 PM
can i state the obvious? your tool limit says 50,the storage barn shows 60 tools? in the 1st pic. what am i missing??you have more tools than the limit so the BS stops work.
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 07:01:55 PM
It's not the tool limit I'm questioning. It's the fact that the Blacksmith can't make more iron because the tool limit is reached.

Anyway, it just dawned on me that I'm not playing the latest version of The North. DUH!!!! I'm playing the version of the North for Banished 1.06 and I have Banished 1.07 installed.
I've got to start paying closer attention to what I'm doing.

Again, I screwed up this whole topic. Maybe you could get the admin or moderators to delete these last few posts.

I really feel stupid!!!!!  :-[
Title: Re: THE NORTH 6
Post by: RedKetchup on January 24, 2018, 08:52:01 PM
Again, I screwed up this whole topic. Maybe you could get the admin or moderators to delete these last few posts.

I really feel stupid!!!!!  :-[

OH!! don't worry !!!
i lost 5-6 hrs of my life to try to figure out why the bottom of 2 of my open sky mines had blue tint in the bottom of the hole : OpaqueInWaterMaterial :S
my rock mine and random mine hole texture had that comming from my wall textures because some buildings can be half in water (watermills, and canals)
Title: Re: THE NORTH 6
Post by: Hawk on January 24, 2018, 09:01:35 PM
It's one thing to be stupid. It's another thing to waste a whole page of a topic proving it. LOL!
Title: Re: THE NORTH 6
Post by: Turis on January 25, 2018, 02:28:22 AM
But, it's really funny reading it step by step until its final outcome. ;D
Title: Re: THE NORTH 6
Post by: Hawk on January 25, 2018, 04:30:09 AM
Glad it served some purpose.  ::)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 25, 2018, 05:04:42 AM
Version 4 @Hawk? That's older than "old times". ;D
Title: Re: THE NORTH 6
Post by: brads3 on January 25, 2018, 05:45:33 AM
that's o'k HAWK. why i asked what i was missing. it was late, i knew i must have been reading wrong.never thought about the iron.

posts like this weed problems later when someone has a similar issue. sounds like when i flipped the compatability mod in mod order and took days to figure out why my cows were messed up. the posts are there case i do it agian.
Title: Re: THE NORTH 6
Post by: Hawk on January 25, 2018, 06:44:04 AM
Version 4 @Hawk? That's older than "old times". ;D

Tell me about it.  ;D

I'm still trying to get used to getting things set up on this other computer. Everything I have is on a hard drive in an external enclosure and I sometimes open the wrong directory when looking for stuff.
I'm so used to XP this Win 7 stuff is all new and foreign to me. LOL!

posts like this weed problems later when someone has a similar issue.

Yea, like being a dummy and trying to run an old mod version on a new Banished version. LOL!
Title: Re: THE NORTH 6
Post by: ancientmuse on January 26, 2018, 04:47:23 AM
@Tom Sawyer

I was finally able to try out a fresh new game, and I'm still getting feathers.  So rather than spending several hours trying to figure out what's giving me feathers, I installed your feather patch and it works perfectly !  Yay !

Vendors are now buying feathers and after 7 hours of game play there have been no crashes or any other problems with the feather patch mod.

Happy dance !

 ;D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on January 26, 2018, 05:29:19 PM
Ok, then let it be the ancient feather mystery.^^ I'm glad the patch works fine.

Just wondering what conflict the mod list shows in details of this patch. The feather containing mod must be mentioned there.
Title: Re: THE NORTH 6
Post by: Lord Ectheli¢n on January 31, 2018, 09:34:48 AM
"Adapted Mods

A couple of new mods are adapted to work in the North scenario. These are Despo20 Medieval Houses, EB Saltworks, EB Herbalist, EB Leatherworks and Kids More Houses as well as a couple of DS mods. All mods from the old recommended list like Mini Buildings, Forest Outpost and so on are still working with this version."

When you say this, does it means that this mods are integrated in The North 6 ?
or i have to download them separately? If so, what would be the right way to load all the compatible mods?
Title: Re: THE NORTH 6
Post by: Nilla on January 31, 2018, 10:21:09 AM
I'm not @Tom Sawyer but I know, that they are not integrated in the North. You must load them separate. I also know, that they should all be below the North in the mod list. In which order they should be put there, I don't know. I don't think, that the mods you name here, interfere on eachother, so I think, you can put them in any order you like. But here I'm not sure. I guess you'll have to try to find out yourself.

I suggest, you chose the mods you like, and start a game. If there are any strange things, tell the community, and maybe we can help. I use some of the mods you named. I'll show you a list of the mod order. I haven't used buildings from all of them but so far, I have no trouble. I have added most of the mods during the game. I find, that's a good way to find out if something works or not.
Title: Re: THE NORTH 6
Post by: Lord Ectheli¢n on January 31, 2018, 12:12:29 PM
Wow! Thank you very much, you are the best  ;D
Edit: Btw do you know if the mod "SlightlyRidiculousStorage" is compatible? because in my first try had to build tons of stockplaces and barns and i think is a little annoying.
Title: Re: THE NORTH 6
Post by: Nilla on January 31, 2018, 01:22:46 PM
I have no idea, I have never used that mod. I would simply make a try. 

However, I don't think you need more stockpiles in the North than in a vanilla game. Barns might be true, because the barns you can build without bricks are small, but I like them very much, so I don't mind at all to have many of them. They are also cheap and fast to build, and I find it good to have them on many locations.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 01, 2018, 03:40:51 AM
Yes, compatible mods have to be placed below the North and normally their order among each other doesn't matter. "Adapted" means to be partly overwritten by the main mod to make them work with certain resources and so on.

SlightlyRidiculousStorage is a tweaking mod for CC and will not have any effect on a Nordic map.
Title: Re: THE NORTH 6
Post by: Lord Ectheli¢n on February 01, 2018, 04:56:05 PM
Is it possible to use the Inedible mods with the North? For sugar at least.
And if not, is there some strategy to prevent the banies from eating it.
PS: I'm getting to the end of my first try and i'm loving it, it has a very nice pace alongside the Norseman sub-mod. Until now my favorite banished "overhaul".
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 02, 2018, 06:06:14 AM
@Lord Ectheli¢n The inedible mod from CC would not work properly. Sugar would even lost the import flag and would be never seen again. I think about making sugar inedible to be a reserved material for food production similar to salt. For the current version you can load this patch. It also can be added to a running game but you need to rebuild all bee yards and farmer workplaces to make them able to store the changed sugar. It is then counted together with salt in overview.

NorthSugarPatch.pkm (http://www.banishedventures.com/download/sugarpatch/) - Makes sugar an inedible additive for food processing and beekeeping.
Title: Re: THE NORTH 6
Post by: Nilla on February 02, 2018, 06:36:26 AM
I guess, this might solve the issues I had with my apiary in the last game. In my present game, I haven't bother to build one, because it stood unproductive more than it produced, even if I bought as much sugar as I could.

I also wanted to say, that I don't understand why sugar (and salt) are stored in the warehouse.
Title: Re: THE NORTH 6
Post by: Lord Ectheli¢n on February 02, 2018, 08:30:58 AM
Nice TS, i'll try this patch in a new game and see how it works, hopefully i'll be able to finally give proper amounts of mead to my vikings.
Title: Re: THE NORTH 6
Post by: Discrepancy on February 02, 2018, 06:01:40 PM
I also wanted to say, that I don't understand why sugar (and salt) are stored in the warehouse.

... when it rains it will dilute and wash away....  :D
Title: Re: THE NORTH 6
Post by: Hawk on February 03, 2018, 02:53:49 AM
NorthSugarPatch.pkm (http://www.banishedventures.com/download/sugarpatch/) - Makes sugar an inedible additive for food processing and beekeeping.

Why would you want to use sugar for beekeeping. I understand some commercial beekeepers do that for more profit, but it doesn't do the hive any good at all. As a matter of fact it can throw the hive a bit out of whack by changing the PH in the hive which in turn decreases the hives ability to fight off the affect of pesticides and fungicides, not to mention ending up with a honey/sugar hybrid instead of pure honey.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 03, 2018, 03:53:03 AM
@Hawk The idea was to include winter feeding to keep the bees alive in cold climate after taking away their food stock. As far as I know it works this way but probably not in general and especially not in the Middle Ages. I made it to somehow limit this kind of food production. Without any input material the only limit is required area and it is already more productive than farming which should not be. Actually beekeeping needs its own mechanic including something like overlapping fishing circles on land or so. I tried to utilize the fishing mechanic but doesn't work.

In my current test version I took away sugar with slightly decreased honey output and it's ok I think. Still limited by required beehives and with a useful output of 200 - 300 food per year for the worker. For the modern age I thought about making a bee house for more productivity. Maybe that's the way to go. Sometimes it becomes frustrating to deal with the existing mechanics and to create workarounds. I wish we could have more access to the core or support for more options in the modkit.
Title: Re: THE NORTH 6
Post by: Hawk on February 03, 2018, 04:19:46 AM
I guess it is kind of hard to reproduce real life with the game mechanics. It's a shame beekeeping can't be set to not make honey in winter like crop fields and orchards.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 03, 2018, 04:54:00 AM
I've read about it. Extensive beekeeping seems to work by taking away the honey in spring when the bees can get new stuff. So to say the surplus of honey which was not necessary for them to survive the winter. Would make sense then to have one object with and one without feeding but lower production.
Title: Re: THE NORTH 6
Post by: Turis on February 03, 2018, 05:06:42 AM
Could you increase the number of wildlife in Anders and Ella and then delete the seeds since they'll have plenty of food if it's possible?
Title: Re: THE NORTH 6
Post by: Turis on February 15, 2018, 03:09:51 AM
Can you add a weaponsmith, fletcher and an armorsmith?

The weaponsmith produces axes(iron+leather+log), spears(iron+leather+log) and swords(steel+leather). Fletcher produces bows and arrows. The armorsmith produces fur, hide and leather armors, shields(log) and leather, iron and steel helmets. All of these ítems will be sold as exports to travelling merchants.

Well, I'm just wishing to have an economy based on the Viking era. ;D
Title: Re: THE NORTH 6
Post by: RedKetchup on February 15, 2018, 03:48:58 AM
Can you add a weaponsmith, fletcher and an armorsmith?

The weaponsmith produces axes(iron+leather+log), spears(iron+leather+log) and swords(steel+leather). Fletcher produces bows and arrows. The armorsmith produces fur, hide and leather armors, shields(log) and leather, iron and steel helmets. All of these ítems will be sold as exports to travelling merchants.

Well, I'm just wishing to have an economy based on the Viking era. ;D


sounds a great idea :)
Title: Re: THE NORTH 6
Post by: twilightbreeze on February 15, 2018, 04:19:03 AM
Please don't delete the seeds in Anders and Ella! It really helps especially in the beginning, when there are only two of them.

 :(
Title: Re: THE NORTH 6
Post by: capo on February 15, 2018, 04:31:42 AM
First of: thanks for making this mod!

I only played Banished vanilla 1-2 years ago. I now have a hard time choosing between Colonial Charter and The North.

Could anyone explain to me the core differences and feels between these two mods?

@Nilla: Tack! Makes sense, I will go with The North then :).
Title: Re: THE NORTH 6
Post by: Nilla on February 15, 2018, 11:52:01 AM
@capo, I find both are worth a try. (many other mods from this web page, too)

I'm a big fan of the North. Not only because I'm Swedish and recognize the lovely buildings, often made from real models. What I like the most, is the gameplay change. Especially, if you play on "harsh" with a "survivor" start, it's a real challenge, also for an experienced players like myself. But there are other options, not that hard, the gameplay changes however, are still there. The trade is interesting with different trade prices and coins. There are some interesting "instant tools" for food and firewood for the start and some very nice production chains. It's also very well balanced. Every production make sense, but nothing is overpowered.

CC has a lot of opportunities. Sometimes even a bit overwhelming. Just to choose a map takes some time. There are many new production chains, buildings, crops, animals, resources, upgrade opportunities. You can play many different kind of games. Especially if you like the city building aspects, it's a must, to try this mod. You can design and decorate without limits; many lovely buildings and elements. But not everything is well balanced, so if you like the survival or economic aspects of Banished, I find the North more interesting.
Title: Re: THE NORTH 6
Post by: Turis on February 15, 2018, 02:46:59 PM
I'm guessing that my last suggestion will end up buried and forgotten. :(

P.S. This forum needs to replace "go to bottom" to "go to next unread message".
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 15, 2018, 04:49:42 PM
Why forgotten, Turis? It's not even one day old.^^ Who knows about axes, shields and such. Could be at least something funny as add-on if not everyone would like it. I just wish we could send them away on raids with a longship equipped with this stuff and coming home after a year with a boatload of silver extorted from Paris. ;D

Poor Anders and Ella will not be robbed. I like them to have turnips to live in a farmstead right from the start.

About CC and North, why to make a decision @capo? You can have both for free. Just not on the same map. If you switch them in your mod list don't forget to restart Banished before starting a new game. Then you can play in both scenarios without problems.
Title: Re: THE NORTH 6
Post by: darnokthemage on February 16, 2018, 12:28:58 AM
Vikings!? What we need is caroleans! (http://media.kg-portal.ru/images/slugagosudarev/slugagosudarev_21.jpg)
Title: Re: THE NORTH 6
Post by: RedKetchup on February 16, 2018, 01:19:52 AM
wasnt the corolans who had skis ? ^^
one of the troops in Civ V had skis lol
Title: Re: THE NORTH 6
Post by: Hawk on February 16, 2018, 01:33:01 AM
I'm guessing that my last suggestion will end up buried and forgotten. :(

P.S. This forum needs to replace "go to bottom" to "go to next unread message".

This forum has a great option to read all the posts since your last visit. I think most folks don't use it though. It seems they just go to the last post made in a topic instead of the oldest post made since your last visit.
Whether you open a topic or go to the link near the top of the man page that says 'Show unread posts since last visit.', all you have to do is click on the 'New' button. That will take you to the oldest new post made since your last visit, which could mean there's several posts newer than that one, but then you would see all the new posts made since your last visit.

A lot of my posts have been overlooked and I think it's because of this. At least I hope that's the reason.  ;D
Title: Re: THE NORTH 6
Post by: Turis on February 16, 2018, 02:40:56 AM
What about building a pier with a docked longship? Then take stuff to it like arms and bring back food and/or precious metals. We could assign like 2 to 4 workers, renaming them Vikings. It could simulate trading abroad or raiding.
Title: Re: THE NORTH 6
Post by: brads3 on February 16, 2018, 06:41:01 AM
@Hawk  i do use that method. with so many overseas,it can make for a busy morning sometimes.maybe i shouldn't speak for the modders,but i think an idea gets left to see what other players say or add to the idea. it isn't that it got overlooked or thrown away.i do wish we got more feedback and ideas from more players. more people means more ideas.
Title: Re: THE NORTH 6
Post by: Hawk on February 16, 2018, 07:22:33 AM
I wasn't pointing to anyone in particular. Just making a general comment that, in hopes, may help those that aren't familiar with the 'New' button option.  ;D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 18, 2018, 02:51:34 AM
What about building a pier with a docked longship? Then take stuff to it like arms and bring back food and/or precious metals. We could assign like 2 to 4 workers, renaming them Vikings. It could simulate trading abroad or raiding.

That could work somehow @Turis. But while on their virtuell raid on this ship they would sometimes go at home to take a snack and to warm up or to visit the herbalist. A too strange workaround for me and not really exciting without sending them away and a risk of defeat. Our banished Vikings will probably always be peaceful farmers, craftsmen and traders, fighting only with their harsh environment. :)
Title: Re: THE NORTH 6
Post by: Turis on February 18, 2018, 03:20:15 AM
@Tom Sawyer Yeah, you're right. Let's just produce stuff for the upcoming traders and let other clans do the raiding.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 22, 2018, 05:17:45 AM
Yesterday my son played a bit Banished. He built a nature reserve for his beloved grouses, growing a birch wood with fences around and wished to keep them there like chickens. What can I say? I had to make a mod for his project.^^ I know, I refused such a request from @taniu and want to apologize. Here are the grouses as livestock. Will be always a fun add-on and not integrated. They don't lay many eggs but are rather productive in meat and of course they look way more fancy than ordinary chickens. ;D

(http://www.banishedventures.com/images/icons/blackgrouse.png) (http://www.banishedventures.com/download/blackgrouse)  BlackGrouse.pkm (http://www.banishedventures.com/download/blackgrouse)
  Nordic black grouses for poultry keeping.
Title: Re: THE NORTH 6
Post by: RedKetchup on February 22, 2018, 06:43:58 AM
i need to look at those :)

THANKS YOU @Tom Sawyer  :)
Title: Re: THE NORTH 6
Post by: taniu on February 25, 2018, 12:10:26 AM
THANKS YOU @Tom Sawyer  :D I also thank  son for supporting my idea - I am very happy that among us players are very young people who play such a nice game. Greetings  :D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 26, 2018, 11:53:20 AM
Thank you @taniu. I told him that someone is happy about the grouse and he is proud to have made it possible.^^ Now he criticizes the lack of different houses and that I have to make new models. I suggested him to try CC to gain time. It will keep him busy for a while. ;D
Title: Re: THE NORTH 6
Post by: brads3 on February 26, 2018, 12:17:09 PM
he could try adding PILGRIM'S colonial houses and then they would work with the north. what kind of houses would he like. we have tons.
Title: Re: THE NORTH 6
Post by: The Pilgrim on February 26, 2018, 05:40:09 PM
I need to get someone to help me finish the colonial house set.  I started with Shock, he disappeared. Then EB was helping me, also disappeared and then Kral, but he has way too much on his plate and isn't a moddler himself.
Title: Re: THE NORTH 6
Post by: brads3 on February 26, 2018, 06:05:44 PM
does the original mod ,before it went into the CC j version,have the other materials added to traders? if so it should work without CC. if lumber or glass was added to the buildings after it went to CC,then it should work as well. mine loads with CC so i can't remember.
Title: Re: THE NORTH 6
Post by: Hawk on February 27, 2018, 07:25:54 AM
Am I missing something or is the only way to have fences around pastures is to build them?
In other words, The North does not include fenced pastures?
Title: Re: THE NORTH 6
Post by: Turis on February 27, 2018, 07:44:04 AM
There's one more. :P
Title: Re: THE NORTH 6
Post by: brads3 on February 27, 2018, 05:18:12 PM
TOM,i have a issue. i tried to load the north with RED's CHOICE mod. the north mod overpowers the start settings and some reason i get a very dark texture.tried it with your mod above and below and several different start settings. can a patch be made so the north will load as medium settings on RED's very large map and both will function? from what i see the game would play but as i say the terrain is dark and there is no thatch or fodder. i get the farmer builder hunter start options. i thought when i put the noprth below RK choice it would have loaded the choice 1st, but it seems to be loading both mixed up together.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 28, 2018, 03:06:52 AM
@Hawk Yes, pastures are all fenceless. I found it better to just define areas to graze. Only the chicken coop is rather odd without. But the way the game builds fences is not really smart. With double fences between and occupying tiles instead of edges with animals standing in the fence and so on. Maybe to add a variant with auto fences or to look into this createfenced function for better results.

@brads3 With loading Red's new compilation you probably run into the same issues like with CC. I guess the dark texture comes from Red and using nordic starting conditions you will not get fodder and such. I also don't have an extra large map size. Maybe something can be solved with patches but I would not start with it while it is in beta.
Title: Re: THE NORTH 6
Post by: Hawk on February 28, 2018, 06:15:20 AM
@Hawk Yes, pastures are all fenceless. I found it better to just define areas to graze. Only the chicken coop is rather odd without. But the way the game builds fences is not really smart. With double fences between and occupying tiles instead of edges with animals standing in the fence and so on. Maybe to add a variant with auto fences or to look into this createfenced function for better results.

I've always wondered why animals straddle the fences. Now I know why. For that reason I can see the reason for the fenceless pastures. Thanks!  :)

@brads3 - It sounds like your getting the Peaks terrain texture from Red's mod, but his mod also offers the vanilla terrain texture. Can you not choose that when loaded with The North?
Title: Re: THE NORTH 6
Post by: brads3 on February 28, 2018, 07:35:30 AM
i understand TOM. you locked it so i can't do something crazy didn't you? :) i found ways around some of the locks.
@Hawk  i get the dark texture with TOM's NORTH above or below.i can choose the size from RED's and the start from the NORTH,if the NORTH is below.but TOM has locks in place to override the mod above it. this includes copper and thatch-fodder.TOM even locks out the NAT DIV mod.he likes to make me work for these crazy ideas.it has been fun setting my mod order and finding a map.
Title: Re: THE NORTH 6
Post by: RedKetchup on February 28, 2018, 08:08:35 AM
yeah Tom used some really tricky tricks to lock everything even placed ontop. the only little things that can pass through... this because he didnt succeed to lock those too ^^

he found an entrance somewhere where he did a switch to a duplicated road (or a tunnel) to the game to follow which will make the game skip the normal entrance we use


right Tom ??  ;D
Title: Re: THE NORTH 6
Post by: brads3 on February 28, 2018, 08:35:30 AM
yeah TOM did it to put me in a straight jacket.he thinks i am too crazy.it is fun finding ways around the locks.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on February 28, 2018, 10:29:54 AM
Haha, what tricky tricks? You overestimate my abilities.^^ Probably copper, fodder, thatch and things just don't come in game by nordic starting conditions. If Reds mod on top does not overwrite it then the nordic ones are loaded from below. For the dark texture with North on top I don't have an explanation. Must be a tricky trick by Red to lock my stuff and to force people to use his new terrain. ;D
Title: Re: THE NORTH 6
Post by: Nilla on February 28, 2018, 10:40:54 AM
...... and all tricky tricks are only there, to make our friend @brads3 work harder!  :D ;D
Title: Re: THE NORTH 6
Post by: Turis on February 28, 2018, 11:03:43 AM
At least, confuse him. Let's saturate @brads3 with pancakes, but, no milk.
Title: Re: THE NORTH 6
Post by: brads3 on February 28, 2018, 01:28:18 PM
it is odd, you would think RED's mod above would mean copper and fodder is added to the terrain. not the case. RED's mod has settings for larger map size,which works.it also has a plains start. i got 1 map setting to load lighter,but it was NORTH grass not RED's,with RED's mod on top. are you all confused yet? i get NORTH start conditions<villager,buildermfarmer,etc> either way. i get RED's map sizes with his above.the NORTH shuts down the NAT DIV mod either way.even when i override THE NORTH with CC start conditions. i have a mixture that will work now. i might try again to see if i can get it any better. oh try and try again. i did try a crystal ball move to bypass TOM's lockouts.fatal error after fatal error.he has it tighter than fort knox.
Title: Re: THE NORTH 6
Post by: RedKetchup on February 28, 2018, 01:30:36 PM
take care also you will have some toolbars with my items disappearing ^^ like no townhall...
Title: Re: THE NORTH 6
Post by: brads3 on February 28, 2018, 01:37:56 PM
shhhh. yeah i saw3 that. there is lots of different icons from both mods. i be lost for a while.
Title: Re: THE NORTH 6
Post by: RedKetchup on February 28, 2018, 02:03:39 PM
shhhh. yeah i saw3 that. there is lots of different icons from both mods. i be lost for a while.
bah me i ve been the less intrusive it was possible. i ve let all the vanilla icon, and only add 1 icon in resource : lumbermill. (i added some though in the remove toolbar)

it is all Tom's work. ^^
Title: Re: THE NORTH 6
Post by: brads3 on March 16, 2018, 02:54:57 PM
since you have all the deer giving deer hides and not leather,can a mod be made to process the deer hides into leather and increase the amount of leather in the process?or even added to the workshops like the cow hides are. i tried moving some hunter mods to get some to give leather, and mod order had no affect.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 23, 2018, 03:00:18 AM
I've posted some info on new models and what I'm currently working on. It's not much stuff yet.. a tannery, woodcutter cabin and a mead hall in progress. The tannery can be downloaded as single item to use it in a running game @brads3. I don't want to make a double post, so just some pictures here. The complete news on banishedventures.com/diary-march-2018 (https://www.banishedventures.com/diary-march-2018/). :)

(https://www.banishedventures.com/wp-content/uploads/tannery-465x262.jpg) (https://www.banishedventures.com/wp-content/uploads/tannery.jpg)

(https://www.banishedventures.com/wp-content/uploads/woodcutter-465x262.jpg) (https://www.banishedventures.com/wp-content/uploads/woodcutter.jpg)

(https://www.banishedventures.com/wp-content/uploads/meadhall-465x262.jpg) (https://www.banishedventures.com/wp-content/uploads/meadhall.jpg)
Title: Re: THE NORTH 6
Post by: Turis on March 23, 2018, 04:14:21 AM
I like them! :)
Title: Re: THE NORTH 6
Post by: Nilla on March 23, 2018, 04:42:18 AM
I´m looking forward on these, too! :)
Title: Re: THE NORTH 6
Post by: brads3 on March 23, 2018, 06:29:06 AM
much appreciated,TOM. sounds like more good ideas are in developement too.
Title: Re: THE NORTH 6
Post by: Discrepancy on March 23, 2018, 06:52:05 AM
Sounds exciting :) I'm interested to see how the happiness aspect plays out.
It's about time we make the citizens unhappy ;)


...

but I'm sure that Mead Hall would make any viking happy.
Title: Re: THE NORTH 6
Post by: Denis de la Rive on March 23, 2018, 12:34:49 PM
Sweet, great to see you back, I've been gone for a while so I might be wrong. :)
Title: Re: THE NORTH 6
Post by: darnokthemage on March 23, 2018, 12:48:05 PM
Looks awsome! Gonna be fun playing from Viking, to Medieval to early modern!
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 23, 2018, 01:48:35 PM
Not so wrong, Denis. I did not model much since my last update. Nice to see you active on this board for some interesting discussions. I noticed that "banishedpeople" is abandoned and hope that Paeng is ok so far.

With Vikings I was a bit hesitant first. I thought it could somehow break the consistency of this mod but let's see. Collecting pictures I got a feeling that it can support the time line rather well.. building primitive turf houses or frame constructions without windows in early game. And obviously, those mead halls were still built for happiness even in 21th century.^^
Title: Re: THE NORTH 6
Post by: Denis de la Rive on March 23, 2018, 02:28:10 PM
I can't say about Paeng, I've lost contact, as for the site, my content was pretty much destroyed by the cash grab by photobucket, rebuilding would have involved so much work, I would rather discuss interesting subjects her. Happily I have a good relationship with the creators here, hopefully with you also.

I must admit that I have not played your mod, it is simply a bit too close to my climate, we have sub-arctic winters, (-50C windchill), and continental humid summers, (40C humidex). I do think that it is a valid Banished topic.

I think that a Viking context is perfect for your mod, it add a culture, ( in the larger sense) to the game that is absent from many mods. If you find a few things that need to be changed to fit that culture, it is not so much of a problem. The Norse culture has so many features that Banished, and it lasted 6 centuries if you consider Greenland. There was contact from 1000 to 1450 with Norway, they even had a bishop sent from Rome.

I know you have a very clear design concept for your mod, that is something I find very important. I think that many who have made negative comments, just don't understand the interest of a topic specific mod. I have read so many posts by people who want everything to be compatible, or have designers make mods that fit their game style. I am happy to see someone can simply say no.

I have the misfortune of not having any graphic skills, otherwise I might have created mods too, but if you need to discuss anything, I'm happy to help.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 23, 2018, 03:38:12 PM
So you are living in Greenland.. or wait, Newfoundland. Old Viking territory.^^

I'm always interested in discussing this mod. It's a source of inspiration and improvements. Also in skilled people who like to write wikis and how-to's, especially native English speakers. But I get trouble with Mr. Red if I hire you away from his mod. 8)
Title: Re: THE NORTH 6
Post by: Denis de la Rive on March 23, 2018, 04:25:43 PM
Actually I live 250 km north of Quebec city, but we have a many geographic features similar to Norway.

As a historian I know many things, and I have always been interested in Vikings. Many people have a distorted view of when Banished is set, in part because of CC, but it can be anywhere from the beginning of the iron age, (actually the invention of steel) and the introduction of gun powder, its more than 1000 years.

I have a great understanding of Banished, and of game design and am always willing to help those who make mods. When you are a one man team its impossible to see everything, and sometimes discussing problems or choices with someone else can be helpful. I think I understand the basics of Banished coding, (terms, functions, and limits), so my comments can be useful and more easily understood by designers. I am not against learning more of the technical aspects of this subject.

If you are interested in creating documentation for your mod, I must admit I have the skill set that could help. I am also interested in this kind of work, (in part for pain management), its something I enjoy doing, and have the tools to for. When I was at university I was editor of the school newspaper, a small collage, but a professional style paper. I understand how such a task can be difficult for people for whom English is a second language.

You must also know that I am almost an invalid, so I could find the time to help more than one person. My companion is also my boss, so that is not a problem as long as I get my accounting work done on time.

If you want to discuss this some more Just PM your ideas.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 24, 2018, 02:58:23 PM
I'm sorry about your health problems. It seems many people here are somehow "banished" from normal healthy life. I will write you since I'm really interested in help with my wiki or some other things. For now the roadmap (http://www.banishedventures.com/roadmap/) has changed to lead back in time to North 7 "Vikings". :)
Title: Re: THE NORTH 6
Post by: Turis on March 24, 2018, 05:07:33 PM
Sounds great! :)

Just a question, Is The North 7 a complete revamp of the mod or are the new ítems in addition to what we're already used to?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 25, 2018, 03:21:30 AM
I want to develop the mod further like the other versions too, constantly improving and expanding. So new items will be included without removing something else. It stretches the timeline or actually just the tech-tree like darnokthemage said but I think (with the models in mind) that it will still be consistent and no need to split something.
Title: Re: THE NORTH 6
Post by: Turis on March 25, 2018, 04:24:55 AM
Thanks for the clarification. :)
Title: Re: THE NORTH 6
Post by: darnokthemage on March 25, 2018, 09:48:53 AM
I would love seeing some more timber variations, the storage barn could use a more old-time skin if you get the time. I love making the timber villages and the storage barns feel a bit too 19th century compared to the houses. Something like this would be awsome(http://malungshembygdsforening.se/onewebmedia/9haerloftet.jpg)
Timber things in general is very awesome. The Skansen Museum in Stockholm has some very old and beautiful houses. (http://www.skansen.se/imager/www_skansen_se/uploads-aws/Hus-och-dess-kringmiljoeer/Moragarden_639b710546d0d44fe737390cbbe8b538.jpg)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 25, 2018, 11:29:33 AM
Yep, these open air museums are the best source of models. Exactly from there I made the well and was inspired to add workplace extensions. But I did not have a picture from the whole ensemble. Thank you! I can use it to add more variations of log cabins.  The barns in game indeed do not match the cabins. They are made together with the red cottages.
Title: Re: THE NORTH 6
Post by: darnokthemage on March 25, 2018, 12:20:23 PM
While we are at it... is it possible to change tree and bush models? The game is already nice, but i think you could make it even nicer with some modding magic.
Title: Re: THE NORTH 6
Post by: liberty152 on March 25, 2018, 12:43:52 PM
do you have this separated at all? this doesn't load for me. yes the game is updated.
Title: Re: THE NORTH 6
Post by: Paegin on March 25, 2018, 01:11:09 PM
Do you have an approximate time for 7?
Title: Re: THE NORTH 6
Post by: Denis de la Rive on March 25, 2018, 01:17:15 PM
I have been sick for 30 years, so this is not something new, but thank you for your concern.

I look at your mod, as far as I could without playing, and I can see some very interesting ideas. I could not see it all without the debug tool. I understand why you have made this choice, (removing that tool), it is not something you should change. I also had the feeling you have a plan and are careful in the way you structure the mod. Little things like not needing resources to build can make a big difference.

I agree with what you wrote in your read me file.

When it comes to vikings, I can see this as a natural evolution for you mod. It is also a very well documented culture, with many preserved or reconstructed sites. Have you see the TV series "Viking", it is very accurate and there are some documentaries made by the same producers that show some interesting buildings. As for images you can also look at the anglo-saxon buildings, they are very similar. I am thinking of the earlier ones from 500 to 900, and more those of the villages. I know there are also some rebuilt sites in England that can be helpful. You can also look to add some stone structures like churches, and halls, that could be difficult to build, but are achievements for a player.

I think you should not focus too much on a time period, it will confuse you and may impose limits that could keep you from adding things your imagination creates. If you exclude guns, many people in remote places like Alaska live exactly like those in Banished. Again except for imported modern objects, people in Mongolia live like they did 1000 years ago, but with less raiding. We often forget that many cultures do not change unless they are forced to to survive.  :)

I will look at your road map later today.
Title: Re: THE NORTH 6
Post by: darnokthemage on March 25, 2018, 01:33:50 PM
The tv series "Vikings" is actually not that accurate, it's fiction with some historical flavor. It may be a good show, but it's not trustworthy when it comes to history. I feel like the mod should focus on the smaller villages and hamlets, especially as the population of Scandinavia is very low. I'm more interested in the early modern stuff, but that is because i feel like the game fits more for that style.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 25, 2018, 02:16:53 PM
@liberty152 Do you have other mods enabled above the North? Especially mods for map sizes or starting conditions. I remember freezing loading screens only with extra large maps or other maps where the game can't create a starting area or fails with adding animal populations and resources. So I guess it's due to a mod conflict and can be solved by cleaning up the list. I made most buildings separate but they are not up to date anymore and adding the North in parts is not really possible.

New tree models is a good point but also a difficult one. The main issue of trees is performance and vanilla pines are the fastest trees I know. So replacing them needs a solution without decreasing game speed. Also because many Banished players don't have a gaming machine. It's on my list but not with priority. An option for now is to try the Maritime Trees by Necora as add-on. I have tested them and they look very nice but slow down the game, at least on my computer.

The TV show I know of course. I like it and look forward to next season! As inspiration for models it's not very helpful. There are better sources. The only building from the series I want to build is Ragnars homestead. :)

A time for version 7 I can't say yet. Will depend on the progress I can make with model making.
Title: Re: THE NORTH 6
Post by: liberty152 on March 25, 2018, 02:45:29 PM
No it’s at the top. Just doesn’t work.
Title: Re: THE NORTH 6
Post by: Discrepancy on March 25, 2018, 02:49:04 PM
Do you have any other mods loaded? Just because The North is at the top of list it does not mean another mod can not still cause an issue.

It helps if we know what other mods you are using.
Title: Re: THE NORTH 6
Post by: Denis de la Rive on March 25, 2018, 03:18:59 PM
I know the history of the TV show is not accurate, but the buildings, costumes, and culture are very well done. I think it was clear that I was thinking of the visuals here not the story.

What style of player you are should not necessarily dictate how a mod is created, some players like to build cities, others tiny, there is a place for everything in a mod. The best approach is to give options and see what the players can create. Many times they will surprise the mod makers.

I think that when you create a mod you must be aware of the limits of the users, not adding certain things that can only be used by a few with powerful computers, is often the best. If you add something that is only for a visual effect that few will enjoy, but it does not change how the game works, is that a good use of your time? I would like it more, if I got two new buildings, or some real changes to how the game is played, than some more tree, or bush models. You also have to consider how many time an object you create will appear, a larger tree file will impact your graphics card more than a well crafted model of a cathedral you can only have one of.

Where I live we have an expression in construction that translates to "it takes what it takes", good work always takes time. I have often written about players, no I am not targeting Paegin, who want deadlines, or think all a mod makers time should go to making them happy. Waiting is often part of the fun of getting a new version. If you read what is discussed by players here, you can see that taking your time makes for much better mods. I have seen some mods that have needed 3 or 4 patches to correct mistakes because they were published too early.
Title: Re: THE NORTH 6
Post by: darnokthemage on March 29, 2018, 11:44:33 AM
Is fishing boats possible to make? Maybe part of a big fishery building with a small fishers hut and a boat, would certainly make the ports of the game more busy.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on March 30, 2018, 06:27:31 AM
A fishing hut I want to make. The vanilla one just looked too different in this mod. Boats of course will always be decorative elements.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 01, 2018, 11:45:00 AM
Banished Battle Mode: Announcement for North 7! New Warrior profession and more .. including special effects. All details on banishedventures.com/battle-mode (https://www.banishedventures.com/banished-battle-mode/).

(https://www.banishedventures.com/wp-content/uploads/battlemode1-160x90.jpg) (https://www.banishedventures.com/wp-content/uploads/battlemode1.jpg)(https://www.banishedventures.com/wp-content/uploads/battlemode2-160x90.jpg) (https://www.banishedventures.com/wp-content/uploads/battlemode2.jpg)(https://www.banishedventures.com/wp-content/uploads/battlemode3-160x90.jpg) (https://www.banishedventures.com/wp-content/uploads/battlemode3.jpg)
Title: Re: THE NORTH 6
Post by: Gatherer on April 01, 2018, 12:09:02 PM
Was that a real Bannie or a deer in disguise?
Title: Re: THE NORTH 6
Post by: RedKetchup on April 01, 2018, 12:13:19 PM
haha did just turn a special herd into with citizen mesh ? and turned a kind of hunter into warrior ?


haha you are so clever and sneaky @Tom Sawyer  :)


;D ;D ;D
Title: Re: THE NORTH 6
Post by: Nilla on April 01, 2018, 12:52:20 PM
We are NOT amused! ;)
Title: Re: THE NORTH 6
Post by: RedKetchup on April 01, 2018, 12:55:42 PM
maybe use the nomad in the citizens fbx ? Models/Citizen/MaterialInstance/MaleNomad.rsc
it would be funny  ;D
Title: Re: THE NORTH 6
Post by: estherhb on April 01, 2018, 03:32:56 PM
Very creative. Maybe make the "prey" look like a lion, troll, zombie, ork, etc. - something that needs to be killed to protect the town. If they don't occur too frequently would work for me :) 
Title: Re: THE NORTH 6
Post by: Turis on April 01, 2018, 06:38:20 PM
We are NOT amused! ;)
But, I am!
Title: Re: THE NORTH 6
Post by: Nilla on April 02, 2018, 01:21:40 AM
We are NOT amused! ;)
But, I am!

Of course you are. You´ll come and try to pillage the village of a peaceful old lady. But beware.............. the warrier on the pictures is a girl! ;)
Title: Re: THE NORTH 6
Post by: Turis on April 02, 2018, 03:33:53 AM
uh, yeah, we're having a fight this time, lads!
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 02, 2018, 02:00:03 PM
Haha, zombies would have been even more fun. Maybe next April.. It was just hunting a wild population of human models and some Photoshop and a joke, of course. I'm not going to include such a battle mode with blood and special effects. ;D
Title: Re: THE NORTH 6
Post by: Turis on April 02, 2018, 02:44:08 PM
Wait a minute! I want to fight Nilla!
Title: Re: THE NORTH 6
Post by: brads3 on April 02, 2018, 02:52:08 PM
i got $ on Nilla. she can hide in the snow so you can't see her.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 02, 2018, 03:04:01 PM
I bet on Turis. He is a Navy veteran if I remember right.^^
Title: Re: THE NORTH 6
Post by: RedKetchup on April 02, 2018, 06:09:39 PM
Haha, zombies would have been even more fun. Maybe next April.. It was just hunting a wild population of human models and some Photoshop and a joke, of course. I'm not going to include such a battle mode with blood and special effects. ;D

haha , good one. but still can be done !! as i explained it hehe
Title: Re: THE NORTH 6
Post by: Nilla on April 03, 2018, 12:39:59 AM
 ;D ;D :D

This is the first April Fool attempt, I actually believed since I don't know when! Good work! The second funnies this year was that police is training, cats to make survey work.

And @Tris, we have to continue fighting with words. No battleaxes and swords! :)
Title: Re: THE NORTH 6
Post by: Turis on April 03, 2018, 02:01:01 AM
@Nilla I was playing around with you for April's fool with no real intention of fighting with neither an axe nor a pen.
Title: Re: THE NORTH 6
Post by: RedKetchup on April 03, 2018, 02:20:27 AM
whats about with an axe and a fish in the other hand ?
Title: Re: THE NORTH 6
Post by: Nilla on April 03, 2018, 02:25:52 AM
@Nilla I was playing around with you for April's fool with no real intention of fighting with neither an axe nor a pen.
April or no April, no difference what this matters. ;)
Title: Re: THE NORTH 6
Post by: darnokthemage on April 03, 2018, 02:56:09 AM
Fight! Fight! Fight!
Title: Re: THE NORTH 6
Post by: taniu on April 03, 2018, 03:15:43 AM
with us it's called April Fool's Day - we're doing pranks or letting another person drop in to believe that it's true what we're talking about that day -) 01.04 !!! :D :D :D
Tom Sawyer - he made great scenes - maybe it's a piece, maybe it's true ?!
Title: Re: THE NORTH 6
Post by: Turis on April 03, 2018, 03:43:48 AM
When you're going on a date with a Swedish girl, just remember to always bring a dozen roses, warm wine and live fish.  ;)
Title: Re: THE NORTH 6
Post by: darnokthemage on April 05, 2018, 01:03:23 PM
And a timber home!
Title: Re: THE NORTH 6
Post by: darnokthemage on April 13, 2018, 07:35:46 AM
So... anything new?
Title: Re: THE NORTH 6
Post by: Turis on April 13, 2018, 07:51:43 AM
I haven't had a date yet, but, I'm still hoping! :) :P
Title: Re: THE NORTH 6
Post by: darnokthemage on April 13, 2018, 02:25:40 PM
Is random structures on the generated map possible to mod, Like runestones maybe?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 13, 2018, 03:11:42 PM
Sorry, was not much info last time. Something like this would be possible @darnokthemage but why randomly generated and not placed by the people? I mean rune stones.

I'm slow but continuously working on this mod. Just did not talk much about it. I made a couple of Viking houses in turf and frame constructions. I can show but they are not textured and look rather blank. It will take some time with North 7 and I think about a small "spring update" soon to include a few bug fixes, balancing changes and the reworked happiness. Also a better support of new DS mods. Actually all this should not have to wait for the Viking stuff.

Last week I spent or rather wasted for a new challenge format using scenario functions. Never really looked into these files before. It's like scripted game goals with some interesting opportunities. Even got it to work and completely save from debug hacks. The only problem I could not solve is saving, which seems to be disabled by the core game while playing a tutorial. Of course, without saving it would be no fun and I cancled it for now to invest my time in model making.

That's it for now. :)
Title: Re: THE NORTH 6
Post by: River on April 13, 2018, 07:42:44 PM
Question: Will we still need the Norseman mod with 7? Or will it be incorporated?
Title: Re: THE NORTH 6
Post by: Turis on April 14, 2018, 01:27:06 AM
I prefer to use one-year-is-one-year aging mod so I hope the norseman mod isn't intergrated.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 14, 2018, 08:10:15 AM
That's a really good question and still not 100% sure. I like the concept of separate citizen mods to choose for different aging or difficulty. But while reworking the mod for happiness with UI changes here and there, turning back alcohol to be no food anymore which was actually a good thing and also by adding new buildings only for happiness it becomes clear that the new happiness value must be included. Otherwise all these things would be there without any context. And if players want to use their favored aging mod then they still can do it. Just has to go on top to overwrite the nordic citizen setting. :)
Title: Re: THE NORTH 6
Post by: Turis on April 14, 2018, 11:10:54 AM
Oh, well!

I guess the children will be happy they don't have to work when they're six. ::)
Title: Re: THE NORTH 6
Post by: liberty152 on April 14, 2018, 12:12:32 PM
is there anyway to make this compatible with other mods?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 14, 2018, 12:53:55 PM
The happiness changes or the mod itself? The current compatibility list you find here (https://www.banishedventures.com/north-compatible/). There are many more mods which work technically but these are adapted or at least tested and they match the theme.
Title: Re: THE NORTH 6
Post by: liberty152 on April 14, 2018, 01:29:02 PM
I noticed Debug doesn't work. Why is that?
Title: Re: THE NORTH 6
Post by: brads3 on April 14, 2018, 01:33:15 PM
So you are taking the alcohol as food back out?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 14, 2018, 03:16:09 PM
That's the plan, Brad. I changed ale and mead to foodstuff to make it more important but it was before the happiness find. If it now can have a relevant effect then I think it should work in the original way. Both as food and alcohol doesn't really work, so I have to decide. Question is if it will be really worth to produce even with this effect. It's hard to balance because it costs food to produce more below the line and entertainment is only 1 of 5 aspects. But I want to try.

Debug we discussed at times and probably there will not be a consensus. For me it's a developer tool and not a part of the final game. It breaks all mechanics and makes balancing effort meaningless. I understand why many people love it but I find it also worth to keep it away. At least from this mod which has a focus on survival and to offer a challenging modded Banished besides pure vanilla. I'm also not the only modder who fixed the debug hack.
Title: Re: THE NORTH 6
Post by: liberty152 on April 14, 2018, 05:09:12 PM
I completely understand.
Title: Re: THE NORTH 6
Post by: brads3 on April 14, 2018, 05:28:50 PM
HOW much of the happiness have you unlocked ,and can make it affect the game?i do agree that happiness and health aren't as big of importance as they should be.
Title: Re: THE NORTH 6
Post by: darnokthemage on April 15, 2018, 04:27:49 AM
Could a new "Sami" level or a "trapper" level be added as an option to begin the game with. Maybe starts with some traps, two reindeers, food and a goahti. Some more Sami things in general would be really fun for the mod, maybe make reindeers drop horns that can be crafted into trade goods in a goathi expansion.

(https://upload.wikimedia.org/wikipedia/commons/1/15/K%C3%A5ta_050701.JPG)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 15, 2018, 02:17:11 PM
These are great ideas @darnokthemage. Both a trapper start as well as one for Sami people or reindeer herders. The second is close to the shepherd start but can include some interesting differences or even replace it. With trappers the problem is that actually fur trading is not a working strategy in very early game where even with a cart full of traps or a trapper cabin being built you will have to do a lot other things instead of this. Or it needs some changes to become a starting scenario. The idea is really cool, especially in this theme.

Such a goahti I already started in Sketchup some time ago to include a very early game dwelling for surviving the first year in hard conditions. Then put it aside and made a bigger turf house for the same purpose and easier balancing. Maybe a good idea to dig out the old sketch.
Title: Re: THE NORTH 6
Post by: Turis on April 15, 2018, 04:00:53 PM
Hey, bring it on! :) :D
Title: Re: THE NORTH 6
Post by: darnokthemage on April 16, 2018, 12:17:38 AM
The fur trade in general needs to be more important, because it was almost the only trade goods that the people in northern Sweden that was worth something. Maybe sami traders bearing fur goods that you can buy and later sell would be nice. https://en.wikipedia.org/wiki/Birkarls The Birkarls were traders and taxmen in northern Sweden which had the privilege to tax and trade with the local sami, it would be interesting to see this represented in the game somewhere.
Title: Re: THE NORTH 6
Post by: Nilla on April 21, 2018, 06:32:21 AM
Quote
I think about a small "spring update" soon

How soon is soon? I'm thinking of starting a new game combining the North with some DSmods. Should I wait for this update?

By the way; I like the thought of building a "sami settlement".
Title: Re: THE NORTH 6
Post by: Turis on April 21, 2018, 07:18:41 AM
I'm sorry, but, I don't mess with peaceful natives.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 21, 2018, 01:29:21 PM
It will be next week @Nilla. I want to post a first download here to let you do a test flight. And everyone else too, of course. :)
Title: Re: THE NORTH 6
Post by: Nilla on April 22, 2018, 02:23:46 AM
OK, I´ll wait for it! :)
Title: Re: THE NORTH 6
Post by: Turis on April 22, 2018, 04:20:39 AM
@Tom Sawyer Don't give it to @Nilla . I want it first.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on April 29, 2018, 02:45:05 PM
North 6.1 “Spring Update” - Beta

As promised and still this week my little spring update as beta version. ;D

The final version will be released on Steam after your feedback. First, it's a small update and doesn’t come with many new items. The models I’m working on are for the Viking themed version 7. This update is mainly about happiness, bug fixing and better compatibility. Nevertheless, there is a rather long list of changes and I want to make a list here to let you know. If you find playing more exciting than reading, just download NorthBeta.zip (http://www.banishedventures.com/download/northbeta).

New Buildings and Resources

The Tannery is now included to process hides into leather. Also the Woodcutter Cabin as workplace to chop down trees in early game before forestry is invented.

I made a Sauna to improve the quality of life for villagers (happiness: health) from pictures sent by a player. It’s a typical construction from Finland and Russia.

The Ale House is a new building matching the Nordic log cabins and used to brew and serve alcohol before the modern tavern can be built.

Lamp Oil is added as light source for mining and tunneling and Tallow from animals is now the old raw material for lamp oil in the North. Later and in the DS industry mod it can be also made from other resources.

Reworked Happiness

As we talked about it, I changed happiness values to make it relevant in game. I want to make a detailed post about this topic later. In short it makes people starting with 3 stars and demanding all aspects to get full happiness. It takes a month until they recognize that it's not only fun in Banished land (to be calculated the first time).

I decided to keep this change separate in this version and to include it in Norseman and Ironman instead. So it has to be “activated” by one of these aging mods or not if you don't like. That means, other aging mods can still be used, green marked with the North and the happiness change can also be tested in any other scenario using one of these citizen mods.

For this step I had to change alcohol back for drinking only. It is no foodstuff anymore but now it makes sense to use it in the vanilla way and you will not reach 100% happiness without it. If not a big theater covers entertainment. :)

New Storage Function

The Gatherer Shelter can now store wild food (Fruit | Vegetable) and the Trapper Cabin can store furs (Textiles). So workers finally interact with their buildings. Thanks to @Yandersen for breaking the wall to this small but nice feature!

The Herbalist‘s Cabin I reworked as single object with storage for herbs. It was a nice idea with a home for the herbalist but many people had problems with this combined object or just built the flying roof. I think simple is better in this case and also reasonable with the new storage function.

More Gameplay Changes

A new starting condition is added for Trappers going for a fur trade venture in a Nordic forest area.

Clay spots are now completely removable after digging. It was realistic but also made it inconvenient to use and annoying to think where to place this later unusable spot. It stops after 12 clay and I don’t think it will be misused much for endless resources.

The quarry can now be built on lower hills but still requiring this special terrain while lowland is depositing clay.

The charcoal pit is reduced to 3 x 3 game tiles and detracts happiness in a small radius. The risk of black lung is reduced to the chance a hunter is killed by a bear.

Bee Yards don’t need sugar anymore with slightly lowered yield of honey and still requiring bee hives to get started. A modern bee house using sugar as winter food for higher productivity might come later. Honey is now counted as grain (carb) to complete the hunter-gatherers diet.

The Wooden Chapel works now for happiness (without a priest) while the Village Church is workplace of a priest for higher impact on happiness. Both chapel and church still attract nomads and you can build as many as you want.

Iron Bloom is now uncategorized to not confuse iron in overview and limit. Many questions came to this issue and it works better now. The bloomery still follows the iron limit and will stop if enough iron is forged in smithies.

Pastures and chicken coops can now be run without full time worker to support micromanaged farmsteads in early game or A&E scenarios. Eggs, milk and wool are picked up by laborers and people can slaughter animals from time to time. In a growing settlement it is still better to add a full time herder.

I have adjusted the merchants and gave them names to make more clear where they come from and what they want to buy. I tried to create a kind of Viking or medieval scenario using the small trading dock while the vanilla post works money based in a rather industrial scenario.

Salmon and Trout are back in this version. People were missing it and I don’t mind to have them for a nice atmosphere. Of course it can need a bit more management of fish processing.

Also gold mining is back as third option. It’s possible by changed trade values. All currencies are split once more for easy trading:
Visuals and Interface

The terrain texture is adjusted again to finally fix supersaturated greens on certain displays.

The new willow herb model is included. Fully compatible with the Natural Diversity Light mod by Bartender, still green in mod list and adding new species besides the Nordic herb.

Happiness circles are added to all relevant objects (sauna, wells, market, docks, chapels, taverns, charcoal pit, brickyard, glass factory, mine and quarry).

Town names now allow up to 30 characters including Nordic and German letters (which needs cheat engine to hack it into the game but at least the letters are now supported).

Bug Fixes

Fixed a bug that caused a crash when the mine was destroyed by a disaster.
Fixed terrain flatting decorative items.
Fixed the warehouse profession.

Compatibility

We have reworked and included the DS Jetty and Bridges Patch for better integration. Players don’t need to deal with an external compatibility mod anymore. Also I did some adjusting of resource categories to come closer to CC flags. Almost all storage conflicts should be solved now.

Separate Citizen Mods

Both Norseman as standard difficulty and Ironman for players who are bored by easy conditions got new versions supporting the happiness change. There are also some more adjustment, for example to slow down child bearing in real time aging. Also, the race you are playing is now shown in your map options. So choose your people!

Norseman (http://www.banishedventures.com/download/norseman) or Ironman (http://www.banishedventures.com/download/ironman)  :)
Title: Re: THE NORTH 6.1
Post by: Discrepancy on May 02, 2018, 02:48:40 AM
Thank you @Tom Sawyer for this update :)
You have done great work. Thanks for including the jetty patch, it will make it easier for players.


I am close to finalizing my mod: DS Industry Mining in the North
The current stage is going through checking all the stringtable texts for faults and doing final adjustments to production building work times.
Title: Re: THE NORTH 6
Post by: Nilla on May 02, 2018, 02:51:28 AM
Thanks! I downloaded these changes yesterday but hadn't time to start a game but will later this afternoon! Looking forward on this! :)
Title: Re: THE NORTH 6
Post by: Discrepancy on May 03, 2018, 01:27:48 AM
@Tom Sawyer, 2 small bugs:

- the Workplace extensions of the Log Cabin are unable to store Protein so will not accept the Tallow to process into Lamp Oil.

- the mouse-hover-over toolTip for Glass has a small spelling mistake of 'class' instead of 'glass'.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 03, 2018, 02:46:27 AM
Thank you! I was sure to have made it from tallow in any test. Seems not so and has to work in our beta. It is fixed now together with a less transparent detraction radius and removed icon in Ale House UI. It is save compatible and only needs to rebuild the log cabin extensions. Please reload NorthBeta.zip (http://www.banishedventures.com/download/northbeta)
Title: Re: THE NORTH 6
Post by: calli74 on May 03, 2018, 08:24:48 AM
I'm loving the new North, but I have a problem using the beta from this thread. I got a glassworks built but the bannies are just taking sand in and out so I'm guessing a wrong storage flag or something. I'm also having the tallow problem noted above.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 03, 2018, 09:34:29 AM
Thank you for this find @calli74! It is fixed in current download (http://www.banishedventures.com/download/northbeta) and needs rebuilding the glassworks.
Title: Re: THE NORTH 6
Post by: Nilla on May 03, 2018, 10:09:05 AM
Just noticed one small bug; the inn seems to follow the wood limit.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 03, 2018, 12:32:11 PM
I see. Actually this getting alcohol from outside is set to not follow any limit but the game seems to use the first one in this case (wood). I have to use another limit there which will not be hit in any case. The other options are working correctly. Brewing ale follows alcohol and roasting meat follows food.
Title: Re: THE NORTH 6
Post by: calli74 on May 04, 2018, 04:49:35 AM
Glass works is now working well but I have a small request if possible. The hunter cabin and hunt action only have 4 sections for yearly production so if the hunters gather poultry and deer, you can't see how much venison is produced. I would like to see the hunter production list made bigger so this is available to see.

I must say that I am amazed at what is possible with modding to this game, The North now feels more like a a game expansion than just a mod as it completely changes game play and aesthetics. Really appreciating the work that has gone into this.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 04, 2018, 07:09:45 AM
Thank you Calli! Actually hunters have 3 rows. If you have 2 then there must be another mod above, overwriting this part of the UI. But anyway, it's a good note since they need 4 now with tallow dropped by deer. Will be added with next update. I also think about adding storage to the hunting cabin, at least for textile. With protein I'm a bit afraid of a cabin full of fish and stuff. What do you think?

Today I got an advertising on youtube from Ikea saying "Mit Dekoration ist geiler!" Understand it or not.. I had to make this little wall to make also deco fans more happy, not only bannies.  ;D

(https://www.banishedventures.com/wp-content/uploads/preview-stonewall-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/preview-stonewall.jpg)
Title: Re: THE NORTH 6
Post by: calli74 on May 04, 2018, 08:02:10 AM
The word geiler in dutch means hornier, not sure if that the right meaning is here, but the fences look great.

I actually have 3 rows in the hunter tab, not 2, and that was with nothing else installed other than the North. I've just begun a new game with DS industry installed too. So exciting what everyone is making. It was a little while since I played and I've finally upgraded my graphics card from the old AMD to a shiny new Nvidia so looking forward to seeing how all the canal mods and water mods look when I get them installed and set up.

As for the question about the storage for protein, I think it's worth trying as the fish isn't so overpowering in The North as I'm used to. With CC mod I usually end up having to store a lot of fish in my tradeposts and use it to buy other food with the same food value because otherwise you do end up with the "barns full of fish" scenario.
Title: Re: THE NORTH 6
Post by: Nilla on May 04, 2018, 08:52:13 AM
The wall looks great; like in Scotland (also a part of the North, I suppose) :)

I'm not so sure about storing proteins in the hunter's lodge. Normally it's located a bit remote, and we would think too far away from any fisher to make it interesting to use to store fish. But I know my Bannis. They love to carry around stuff. (The more evil smelling the better (?)  :-\, remember my struggle with fertilizer) I'm quite sure, that there will be some unuseful carrying of fish and fishproducts, just to fill that storage spot with as many products as possible. But sure, if you want to, give it a try. It's always good to test. If it doesn't work well, it can always be changed back.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 04, 2018, 09:03:04 AM
I have added storage to the hunting cabin for testing and geile stone walls for decoration. If you like, in beta download (http://www.banishedventures.com/download/northbeta) as usual.
Title: Re: THE NORTH 6
Post by: calli74 on May 04, 2018, 02:55:45 PM
So far it's going great with the storage, no fish in my hunter cabins.

One more comment, it would be nice if there was a sort of village arrival thing that you can use as a temp town hall register until you can finally build the proper one. I know I could download the tiny mods, but I don't want to yet as  having those would make it tempting to use all the easy options from the beginning. I find it difficult to keep track of population and stocks at the beginning of the game without the town hall tabs but I like the difficulty of having to wait on the other things.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 04, 2018, 03:59:12 PM
I agree that there is a need of an early game town hall object. My original idea was to have it as something to achieve when developing a town to get more control and statistics. And to have a reason and the goal to build a village hall. On the other hand it's part of the fun to keep track of population and so on right from the beginning. For the Viking update I have a ting hall on my list from wood only or an even more simple meeting place. Question is what could it be for now. Maybe one of the cabins as house of the village mayor or something like that? Or how would things be organized in a medieval Nordic village?
Title: Re: THE NORTH 6
Post by: Turis on May 04, 2018, 04:47:16 PM
I would go for a longhouse.
Title: Re: THE NORTH 6
Post by: River on May 04, 2018, 04:51:31 PM
For an early game Town Hall, make it small and only need wood. Make it upgradable to bigger needing other materials. Early game, especiallyin The North, it's rather hard to build things needing other materials than wood. Takes time to gather and make, and most starting settlements are small.

And make it no nomads, or at least the option.
Title: Re: THE NORTH 6
Post by: Nilla on May 04, 2018, 04:55:11 PM
As you may have seen, I use the tiny town hall. It's an emergency solution; it looks nice but doesn't really fit into the Nordic style. That's the reason, I would like to see an early statistic building, too; (no worries the ordinary town hall is so nice looking I would build it even if I don't need the function). I don't think the medieval society was organized at all, at least not here in Sweden. If someone held some records, it was the church. So the most historically correct building to "refunction as town hall, would be the small chapel.

However, I don't see any risk in using more easy options, than you really want, just because some additional mods gives you the possibility. I use the tiny mod for the town hall and the wagon vendor for an early market; things I miss in the North. That's it! I'm fine with that. So short term, I don't need an additional town hall but I do look forward on the viking hall!
Title: Re: THE NORTH 6
Post by: NK on May 05, 2018, 03:35:24 PM
@Tom Sawyer I just thought I'd drop in and offer a couple suggestions. I'm really enjoying the medieval/viking era aesthetic of your most recent updates, and the quality of your models and texturing is superb. Regarding the stone wall prop, I would appreciate if it could be ghosted like your other decorative fences--I like placing walls and fences in tight spaces between adjacent buildings and fields, so this slight tweak would be ideal. Also, I think the wall would benefit from being slightly taller.

Additionally, I would like to make 2 building requests: 1) a small medieval kiln for brickmaking as an antiquated alternative to the relatively large and modern brickyard. I would suggest it be similar in scale to the smith's workplace. 2) decorative shelters that have a similar style to your nordic cabins to place over stockpiles, kind of like these http://worldofbanished.com/index.php?action=downloads;sa=view;down=355 

Thanks again for your work and dedication to this mod.   
Title: Re: THE NORTH 6
Post by: Nilla on May 06, 2018, 10:32:45 AM
I have found a bug. At least I think so.

I had a crash. I went back to the last autosave and looked around, on what might cause it; no merchants on their way, no nomad time. Everything except two things as always; I was building a jetty trading port (but it wasn't very far, people still carried materials to it) so I don't think it caused any trouble and I was upgrading one log cabin to a red house. I looked at these two objects and the crash came just at the point, as the demolition of the old house was done. That's why I guess that the upgrade caused the trouble.

To the suggestions from @NK;
I wouldn't appreciate a smaller brickyard. I think it's one of the special things with the North, that bricks, roof tiles and glass are more difficult than in other mods to produce. There's a timeline in the game; you need to wait, to evolve into an early industrial era. I like that. A small brickyard would take a part of that feeling away.
But I would also like to have some simple roofing over stockpiles. Sure, I would like to hide the "mess" on a mixed stockpile under a roof. Also if you store wood, firewood, charcoal... it could make sense, to keep it out of the rain and snow.

Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 06, 2018, 02:05:40 PM
Thank you, NK for your suggestions. A smaller brick kiln is a good idea to complete the brickmaking set and to not have to switch for roof tiles. It can be more primitive but probably also requiring bricks to not flatten this tech tree concept. Covered storage items I will put on my list and have it already for firewood. The wall I had fully ghosted first but it was even for me as creator very difficult to use since it is not placed centered on edges and needs an orientation. Road bound it's more convenient. But I can make a ghosted version as single mod.

This upgrade function I will fix. Thanks for this find!

Edit says.. No it's not the upgrade function. Must be something else.
Title: Re: THE NORTH 6
Post by: Turis on May 06, 2018, 02:12:27 PM
Where's my precious? Us wants it really bad. Gollum... Gollum! :) :P
Title: Re: THE NORTH 6
Post by: Nilla on May 06, 2018, 03:33:53 PM
You're right @Tom Sawyer. I had a few more houses to upgrade (have manually demolished them so far) and now it works without crash. No idea what it was the first time.

Edit: it crashed again, just a little later in the "upgrade circle" than before. It would be very strange, if these crashes had another cause than the upgrade. I have played quite some time this evening without crashes. It only comes when I try to upgrade with the upgrade button.

I can't really explain this. I went back to the save I made before the "upgrade house" was demolished. Again the crash came a short time after it was demolished, but before any building material was carried to the building site. Next time I let it be demolished, then I tried to delete the new footprint: crash. Third time I reclaimed the upgrade and just demolished the house and built a new one on the same spot. No crash. I have a few more old houses, I will try a third time to upgrade.

Edit: A third upgrade attempt also ended with a cras; just after the demolishion was done.

Conclusion: At least I can´t upgrade any log cabins with the upgrade button.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 06, 2018, 05:00:39 PM
You really found something. There are 4 log cabin models and 3 cottages. If you upgrade the 4. cabin it crashes. I always thought it just takes any model from the new house but it tries to build the same number and if it doesn't exist.. bam. It's fixed for next version. Thank you! :)
Title: Re: THE NORTH 6
Post by: calli74 on May 07, 2018, 01:20:13 AM
I can confirm the crash issue with upgrading too, just had it happen to me but I see you already know the reason and can fix it.
Title: Re: THE NORTH 6
Post by: darnokthemage on May 07, 2018, 04:21:06 AM
A "Tingplace" or "Tingplats" could be a very early administrative building. (https://upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Stoltebuell_Thingplatz_in_Gulde.jpg/1024px-Stoltebuell_Thingplatz_in_Gulde.jpg)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 07, 2018, 10:17:52 AM
Yes! I want exactly this for the Viking update. Will start making it after the 6.1 release.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 14, 2018, 04:38:45 PM
North 6.1 "Spring Update"

.. now out of beta and available on Steam or for manual download. Together with both aging mods and German or Russian translation if you like. Thanks to Lucy Bextor for updating it in time. Also Thanks to Nilla and all other people who played the beta version and wrote about bugs! The release post and all download links you find on www.banishedventures.com/north61. If something is not working just let me know. :)

(https://www.banishedventures.com/wp-content/uploads/SpringUpdate-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/SpringUpdate.jpg)
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 01:12:44 AM
Thank you! :)

Perfect timing. I loaded the "Industrial stuff" from DS yesterday and realized that the map was too small, so I decided to start a new game tonight. :)
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 07:30:22 AM
I have problems with crashes. I think it's something with "Ironman". Downloaded it from your web page @Tom Sawyer . When I replaced it with Norseman; no crash.

Ironman is first on the mod list. At least I think it belongs there. I do as I always do when I change mods: Set the mods, start a map, exit Banished, start Banished, start a new map (if I haven't saved the first one). The first time it worked to start with "ironman" then never again.

Edit: some additional information.

Since "ironman" doesn't work, I wanted to remove it from the WinData file. I couldn't. I got the message: "It's not possible to end this task because the file is open in Application-x64" Banished is not open. It crashed earlier. Haven't started Banished since. And it doesn't change if I restart and finish Banished in a normal way. I guess, I must restart the computer.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 15, 2018, 09:40:34 AM
I tried it from download and had the same crash @Nilla. Must have been a corrupt file. I have uploaded a new file and now it works. Please download Ironman (http://www.banishedventures.com/download/ironman) again and replace the pkm in your mod folder. I will check new downloads in future.

Your message about Application-x64 means that Banished is still running after a crash and has to be closed in task manager or by restarting your computer.
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 11:11:57 AM
Thanks, now it works. And closing Banished in the Task Manager wasn't enough, there was no more crash, but I couldn't save. After restarting the computer it seems to work. :)
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 01:17:54 PM
I have had no problems yet, but I just saw something, that doesn't look good. There seems to be some conflict with DS industrial mod. As far as I can see from other screenshots, the ports are usually on that spot and I think the industrial port is the only DS port I can use. DS Industry Mining is the same as I had loaded in that other game and there was no problems (at least not at the menu, I didn't build the port), something must have been changed in the North (or this comes because I don't use the jetties here, but that sounds rather odd). I've cut in all the mods I have activated.

I suppose you both want these both mods to work together, you might want to look into it.

Edit: in the time as I wrote this, the game crashed, so there is something not quite allright here.
Title: Re: THE NORTH 6
Post by: darnokthemage on May 15, 2018, 02:05:26 PM
Wow, the Alehouse looks amazing! Can we please get some more of that style in the future, maybe after the viking update?
Title: Re: THE NORTH 6
Post by: raerae2 on May 15, 2018, 02:12:23 PM
Tom,

I'm having problems with getting the Smith's workplace to create iron. I have plenty of iron bloom and charcoal, yet the worker just walks back and forth from the stockpile to the workplace with the iron bloom without dropping it off. I don't have any iron yet and set the limit at 2000.

I downloaded the North 6.1 this morning. Started it up, with no add ons and only a few other mods placed below the North.
Title: Re: THE NORTH 6
Post by: Jando on May 15, 2018, 02:47:02 PM
Greetings, all, new player here. Got the game from GoG a few weeks ago, I like it. Got the North mod last week, like it even more! Thanks Tom, great mod!

But aye, seeing the same problem in North 6.1: Smith's workplace seems to have a bug. The poor fellow spends his time running between stockpile and workshop. Picks up iron bloom at pile, runs to workshop, drops bloom from inventory but the bloom ends up in the stockpile again. Thus he goes back to pick up the bloom again ... and again ... and again ...

Only other mod used is the Northman one, no other mods installed.
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 02:58:39 PM
I'm too old to test these things. I read the post from @raerae2 and thought, weird. I've played all evening without problems. What could that be? Then I realized, I did download the new version of the North this morning but did I put it in the WinData file? NO!  :-[

When I do I have the same problems as the rest of you. No iron bloom is carried to the blacksmith.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 15, 2018, 03:07:06 PM
Thank you for reporting. I have fixed it on Steam and in download from website (http://www.banishedventures.com/download/north61/). It is save compatible and you can continue your game but have to rebuild the smithy to make it able to store it. It occurred because I changed the flag of iron bloom. Not good to mess around with flags in a working beta version. ::)
Title: Re: THE NORTH 6
Post by: Nilla on May 15, 2018, 03:14:17 PM
Thanks, Tom. These bugs got me think a bit more and I've just "fixed" the missing DS port. I thought a bit more and switch positions between Wagon Vendor and Industrial Mine in the mod list, and now that too is fine. Sorry for bothering you.  :-[
Title: Re: THE NORTH 6
Post by: raerae2 on May 15, 2018, 03:39:41 PM
Thanks Tom. Downloading now. Will check it out soon.
Title: Re: THE NORTH 6
Post by: taniu on May 16, 2018, 01:09:32 PM
Thank you very much Tom :D :D :D - Will check it out soon. I do not have time - I can not test but I think that you gave me everything I love this topic about Vikings! Cheers !
Title: Re: THE NORTH 6
Post by: huyle on May 19, 2018, 09:11:31 AM
can you make the recultivate quarry as a separate mod?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 20, 2018, 03:54:34 AM
I can make a single mod for quarry recultivation. But can be that it will not really match the vanilla terrain and not updating an existing quarry.
Title: Re: THE NORTH 6
Post by: Voeille on May 20, 2018, 05:07:28 AM
I’d also like if you made all the buildings with grass roof separately, they look so good! I’m already using the cabins and that tiny storage shed.
Title: Re: THE NORTH 6
Post by: child_of_air on May 20, 2018, 11:59:20 PM
Any option of an alternative, more medieval looking tavern? That tavern is downright Victorian. I play a medieval style game so I'd really love the building to match the era.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 21, 2018, 02:26:41 AM
I made this ale house from the 6.1 picture to have a medieval alternative to the modern tavern or did you mean this one to be too modern? One even older thing will be the mead hall.
Title: Re: THE NORTH 6
Post by: darnokthemage on May 22, 2018, 06:34:37 AM
i think it looks great, and very 14th cenutury.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 23, 2018, 09:28:07 AM
North 6.2 - Survival Hotfix

The balancing changes we talked about are now available for download. Here in short what's new:

- Added a peat goahti as early game dwelling for survivors.
- Added a priest option to the wooden chapel to reach full happiness already in early game.
- Added an option to preserve cabbage for better food supply.
- Slightly increased yield of other vegetables like turnips, onions and beans.
- Increased amount of veges and fruits brought by merchants.
- Fixed a bug of missing coats in builders and farmers carts and put coats into Anders and Ella's bag.
- Changed lamp oil to now made from tallow in ratio 1:1 to be more relevant when it comes to mining.

Download: North62.zip (99 MB) (https://www.banishedventures.com/download/north62/)

And here the little Sami goahti. I can make some variations if people like to use it more than just for surviving the first year.

(https://www.banishedventures.com/wp-content/uploads/Goahti-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/Goahti.jpg)
Title: Re: THE NORTH 6
Post by: Nilla on May 23, 2018, 10:20:32 AM
Nice! :)

Can I load it to my present game? It has passed the pure surviving time, but it would still be nice to take a look at the new "stuff".

Forget the question, I saw on your webpage that it is ! :)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 23, 2018, 10:28:44 AM
Yes, you can load it in your running game. Cabin workshops and wooden chapel have to be rebuilt to get the new options. The changed amounts should be just patched in. :)
Title: Re: THE NORTH 6
Post by: brads3 on May 23, 2018, 10:43:26 AM
the indians have a request for a corn patch. their animals are hungry.
Title: Re: THE NORTH 6
Post by: Nilla on May 23, 2018, 11:11:26 AM
@brads, for some reason some of the merchants bring corn. I don't know why. Other crops from the New World, unknown to medieval Europe, was totally taken away. So your Indians and their animals could buy corn!
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 23, 2018, 11:13:23 AM
That patch already exists @brads3 .. NewCrops.pkm (https://www.banishedventures.com/download/newcrops/) to add crops from the New World (potatoes, pumpkins, squash and corn).
Title: Re: THE NORTH 6
Post by: brads3 on May 23, 2018, 12:02:01 PM
thank you. some reason i can get squash but i can't order corn.i even tried a CC in-edible corn this time around.NECORA has animal pens and KIDD's corn whiskey need corn. NILLA,i was hoping the new modders would have kept making more indain parts or EB would come back.
Title: Re: THE NORTH 6
Post by: child_of_air on May 23, 2018, 11:31:44 PM
I actually meant that the tavern in the pictures looks a bit modern to me, it's certainly not medieval. I was hoping for a different model, or at least a different texture.
Title: Re: THE NORTH 6
Post by: Nilla on May 24, 2018, 12:57:19 AM
@child_of_air, if you're talking about the Tavern, where you can build a guest house on the top, of course, that's too modern for medieval times. I suppose you don't build the red houses, red school, the brickworks and the glassworks in your medieval village either. They are all 19th century. But there are alternatives (not to brick and glass, but you would not produce them or need them in a Nordic medieval village anyway). Why don't you use the ale house with the grass roof? Maybe the windows are a little bit too large to be genuine medieval, but that's the only thing I find "out of the time" and for me not hard to accept.
Title: Re: THE NORTH 6
Post by: Nilla on May 24, 2018, 12:35:15 PM
Did you really made the goahti with detraction of happiness?

The people on the picture live in the circle of a well, a Wagon Vendor and a chapel without priest and are members in a "far away" church. I can't understand, how anyone can be happy, if the houses bring a detraction of happiness. But on the other hand, there are many things, I do not yet(?) understand.  After I built a sauna, everyone was happy. That would also be unlikely, with detraction.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 24, 2018, 01:44:53 PM
Yes it is implemented. I have tested it with people switching between goahtis and proper houses. The graph went up and down just like it would be with a charcoal pit on and off. What I also saw is that having all aspects including priest and lots of food they seem to can tolerate one detraction effect and still have 100%. Then  it would be not completely true to say they cannot be fully happy in a goahti but it is harder than in a house. But that's not really proofed.

In your picture are 9 people living in goahtis with happiness of about 70% and they have 3 aspects + priest bonus. Probably also good food diversity. Sauna and alcohol is missing. I guess it would be more if they would life in log cabins and even more in red cottages.
Title: Re: THE NORTH 6
Post by: zak4862 on May 27, 2018, 11:07:28 AM
Greetings to you Tom!
I am now playing your map for a while. I wanted to ask you if there is anyway or tool to remove used clay/sand pit.
I have tried CC flatten tool and also ordinary flatten tool,but nothing works.
If you know any solution or tool which could do the job,please let me know.
Thank you for any answer and sorry for my English.
            Regards zak4862
Title: Re: THE NORTH 6
Post by: Willows on May 27, 2018, 11:31:05 AM
When I played The North  a couple times, I found that you should be able to delete the actual pit but the depression will still be there. I would build it right in front of my sawmill, and then after I deleted it, I build a road over it, and then put some of those wood planks on top. It made it look like an intentional platform in front of the mill.
Title: Re: THE NORTH 6
Post by: zak4862 on May 27, 2018, 12:28:17 PM
Hi Willows!
Thank you very much for your reply. I will use this as an ultimate option.
            Regards zak4862
Title: Re: THE NORTH 6
Post by: Nilla on May 27, 2018, 02:22:39 PM
@zak4862, you can make a fishing pond of the claypit, when it´s empty (and I suppose also if you just don´t want it there anymore). It might look a bit weird, but I got the tip to decorate it with the Waterlilys from @tanypredator and it became beautiful. I´ll add a screenshot from an earlier game. The sandpit I don´t know. It doesn´t run empty so I never had any need to demolish it.
Title: Re: THE NORTH 6
Post by: Willows on May 27, 2018, 02:42:41 PM
I think he means the smaller sandpit, you find it in the menu that has also wild foods search, gold search, etc.

That one is finite, has a limit of 30, then it's done.
Title: Re: THE NORTH 6
Post by: Voeille on May 27, 2018, 02:50:05 PM
Looking at this thread, it seems like a very interesting mod. How much does it conflict with CC and other mods? That is, is it a crash type conflict or just causing a little chaos with flags? If it’s the latter I won’t mind, I like to have as many various mods I like active at the same time as possible.
Title: Re: THE NORTH 6
Post by: Willows on May 27, 2018, 03:02:02 PM
I am not sure, but I don't think you can play The North with CC or Megamod. I think it's like it's own expansion, just like both CC and Megamod are, but I could be wrong.....?
Title: Re: THE NORTH 6
Post by: galensgranny on May 27, 2018, 03:24:08 PM
Brads3 played a game mixing the North, the older CC version that came before the current version, and he also mixed in RedKetchup's Editor's Choice mod and one or two other mods that make some gameplay changes.  He wrote about it at http://worldofbanished.com/index.php?topic=2367.0
Basically, there are glitches.  I never tried the North mixed with other game play changing mods, but I think it would be fun to try.  I just don't care much for snow, so I am waiting on "The North: Global Warming Version" with no snow.  :)
Title: Re: THE NORTH 6
Post by: RedKetchup on May 27, 2018, 03:29:15 PM
that fishing pool is looking so great @Tom Sawyer !!
Title: Re: THE NORTH 6
Post by: Nilla on May 27, 2018, 05:07:23 PM
I think he means the smaller sandpit, you find it in the menu that has also wild foods search, gold search, etc.

That one is finite, has a limit of 30, then it's done.

There is no small sandpit. At least I've never seen any but there is a small claypit and in the latest version, it can be deleted without traces. It wasn't possible in earlier versions.

Looking at this thread, it seems like a very interesting mod. How much does it conflict with CC and other mods? That is, is it a crash type conflict or just causing a little chaos with flags? If it's the latter I won't mind, I like to have as many various mods I like active at the same time as possible.
As @galensgranny says; ask @brads3 or/and read his blog. As far as I understood, as I read it, there wasn't only "glitches", much of the gameplay changes, you get with the North seems to be gone, the way he finally got things to work. Why do you people always want everything at the same time? I like different games. But @Voeille; @Tom Sawyer has published some of his buildings as separate mods; no conflicts. There are also mods, that are recommended together with the North, so you don´t need to play it "pure". But unless you like to play with load orders of the mods and are prepared to spend a lot of time with trying to find anything that "halfways" work, I would hold especially CC/Megamod and the North apart.
Title: Re: THE NORTH 6
Post by: Voeille on May 27, 2018, 05:37:38 PM
I don’t use MegaMod, but plenty of separate mods (I prefer to pick and choose). I think I want everything at once because I come from The Sims series. That game has expansion packs and if you have more than one you play all of them at once (that’s the default, if you want to play them separate you either need a mod/external program or fiddle with registry or change some settings, depends of which Sims you play), and that enriches the game a lot. It’s the same with mods for that game, gigabytes of mods are normal, and again, like expansions, they enrich the gameplay a lot. I would like to play The North with the other mods I have, because I would have more building options, more deco, more production chains, more things to choose from. But if it’s not possible, I might try The North separately (or at least without CC), because it really does seem interesting. And I like those buildings with grass on top a lot :) I have the cabin and the shed separately, and I like putting small ghosted trees on them so it looks like there are bushes growing on the roof. It probably sounds weird, but to me the more plants, the better :)
Title: Re: THE NORTH 6
Post by: brads3 on May 27, 2018, 08:31:52 PM
 no wonder my ears are ringing... it is reccommended to play the NORTH without CC or RK. the main issues with the newer versions of CC is the conflicts between iron ore and the NORTH's iron bloom.there were things that can cause fatal errors. the issues i had with the NORTH above the RK  is the terrain options were limited to the darker texture.suppose  VOEILLE's terrains might solve those.

     in my current setup i dropped the CC back to a 1.06 version. game speed is faster, since the combined mods now are smaller than what my mod order was before.there is give and take on what will or won't work.
     
      NILLA, do i need to remind you i am nutz? my mod order is so touchy i do hate having to mess with it. it is nice to have the tools in the toolbox cause the maps and the bannies do write things themselves. there are good points to each mod set. CC brings the colonial buildings and the fort.that was the main reason for attempting to use a 1.06 CC version,to overcome issues with the separate fort mod. the RK brings better balanced chains,fodder-thatch use,upgraded markets,etc. the NORTH brings some rustic building styles,changes to climate,marketing,etc. is it perfect? no. there is much give and take. there are things from each mod that won't work at all. climates can be chaotic.there is no chickens from either RK or NORTH,so there is no bison,pheasants,grouse. there is no silver or gold ore from either.not complaints just facts.you won't get everything all in 1.

          to give some insight. to redo the mod order takes about an hour.to clear the registry and re-enable and shuffle 130+mods.if you hit a button wrong,you start over. that is after you know what will work how and what order they need to be.some are very touchy about where they go.i actually have a couple now that have to be between 2 other mods to function. i don't recommend trying it to new players. rather not see them frustrated with 100 yr maps that crash.
Title: Re: THE NORTH 6
Post by: zak4862 on May 28, 2018, 12:34:59 AM
Greetings to you all!
First of all - thank you for all answers and comments.
  Nilla: I know for that option fishing pond-I just didnt want to use it. But after I ve seen your picture I am thinking about it.
          Its amazing and very beautiful. Thank you.

I am using just NORTH and some other smaller mods. There are two sizes of clay pit - big and smaller. I have the big one. Ive tried everything,but nothing
works.
   Anyway - again thank you to you all.
          Best regards zak4862
 
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 28, 2018, 02:32:59 AM
Hi zak! There is an option in removal toolbar to mine some clay from the ground at the beginning. This spot vanishes when quitting this task and what people mean in last posts. The proper clay pits from brickworks cannot be removed. Only filled with water.

This ore/bloom thingy is burned into brads brain and cannot be removed too.^^ Actually it's the same as in CC with ore mined from the ground. Just the way of iron processing is different using a bloomery but it's not really a conflict. The reason why CC and the North don't work together is because they overwrite each other in many basic parts of the game. It's just like with aging mods where only one of them can be used because the mod on top overwrites the other one and you never can have two different aging values at the same time.

With different main mods it's the same. You can not have two sets of starting conditions or two sets of climates and terrains or different trade values and production numbers of one resource. Also not two sets of wild animals on a map or plants spawned by trees and so on. Buildings can be added side by side but many of them are connected with economy and environment. For example, at the Nordic campfire, hunters can craft reindeer parkas but with CC on top they will never find any reindeer hides. So the campfire model is in game but doesn't work. Same with many other items. And of course it destroys the special colonial or old nordic atmosphere both mods can create if things are added but don't match the theme. Like palm trees and tobacco crops in the boreal forest or reindeer wandering through the desert.

The only case it can make sense is if people want to use it only for decoration and don't care much about realism or the game itself. With current flags there are at least no relevant storage conflicts and it should not crash. So you can experiment with them for fun but it is not recommended or supported.
Title: Re: THE NORTH 6
Post by: Voeille on May 28, 2018, 02:42:27 AM
I see. Thanks for explanation. I’ll experiment then :)
Title: Re: THE NORTH 6
Post by: zak4862 on May 28, 2018, 01:30:17 PM
Hi Tom!
Thanks again for your kind explanation. I wil probably make a pond then, but I will also continue to learn and experiment with game mods.
       With best regards    zak4862
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 31, 2018, 07:43:16 AM
Lillholmen with Anders and Ella

I made a little save game scenario for people who want to play the North with real Anders and Ella. You start on an island in the northern lakeland with fair climate and real time aging. Here a map preview (https://www.banishedventures.com/wp-content/uploads/LillholmenMap.png). Help them to start a new life and check www.banishedventures.com/lillholmen. :)

(https://www.banishedventures.com/wp-content/uploads/LillholmenFeatured-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/LillholmenFeatured.jpg)
Title: Re: THE NORTH 6
Post by: Willows on May 31, 2018, 08:02:50 AM
Island is too small. Makes it harder than maybe it should be?  :-[
Title: Re: THE NORTH 6
Post by: Nilla on May 31, 2018, 08:50:24 AM
Great idea! :)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on May 31, 2018, 12:41:15 PM
You can try @Willows. This island is not so small and the mainland is near. But I can add more maps for them. :)
Title: Re: THE NORTH 6
Post by: Nilla on June 01, 2018, 01:36:10 AM
@Tom Sawyer is right; it's not a very difficult place to start on, but still a small challenge. :)

My Anders and Ella are so fond of the place, that they've decided to stay there and build a small prosperous settlement. Some people have joined them and except Anders and Ella themselves (!); everyone is happy. (Maybe the place has become too crowded for them;) ) They lack a bit fruit (no merchant offered any fruit seeds, so far) and there's not enough blueberries or herbs for a herbalist on the island, so they miss ½ star of health. The island supports everyone of the 23 inhabitants. They only need to go to the mainland to get resources; logs, firewood, stone, iron ore.

Title: Re: THE NORTH 6
Post by: darnokthemage on June 03, 2018, 05:16:11 AM
The upgrade system is great, and it is a good base for things to come!
Title: Re: THE NORTH 6
Post by: Willows on June 03, 2018, 10:48:51 AM
I may wait til 7 is out, then I can play it all at once. Hope it won't take too long!! :)
Title: Re: THE NORTH 6
Post by: Jando on June 05, 2018, 04:50:01 AM
Hello Tom, and thanks for your wonderful mod.

I see a little problem though with roasted meat. Roasted meat made by a hunter at a campfire seems to work fine, roasted meat made by an innkeeper in an ale house though never seems to leave the ale house and just piles up, i.e. never makes it to a storehouse and market. Can only be used by a trader to sell at the trading post. I don't think that's intended. 

Only active mods are The North 6.02 and Northman version 4.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 05, 2018, 09:09:21 AM
Hello Jando, it's intended. At a campfire they roast meat and have to store it somewhere else. In a tavern it is stored right after producing and people consume it there. Sometimes they also take it at home. It works for happiness like alcohol. Of course, if your bannies have plenty of food and enough to drink and feast then it piles up. The innkeeper will carry it to a barn if the storage capacity is reached.

Waiting for version 7 can take some time @Willows. I suggest to try the current version and to add some townhouses, jetties and such. :)
Title: Re: THE NORTH 6
Post by: Jando on June 07, 2018, 10:27:38 AM
Hello Jando, it's intended. At a campfire they roast meat and have to store it somewhere else. In a tavern it is stored right after producing and people consume it there. Sometimes they also take it at home. It works for happiness like alcohol. Of course, if your bannies have plenty of food and enough to drink and feast then it piles up. The innkeeper will carry it to a barn if the storage capacity is reached.

...

Thanks for your answer, Tom! Yes, the villagers seem to have enough, from the 390 roasted meat I had in the ale house 379 are left a few years later. :)
Title: Re: THE NORTH 6
Post by: Jando on June 16, 2018, 06:18:14 AM
I'm not sure whether I do something wrong (and what that is) or how this happens:

Vendors do not carry certain foods to the marketplace as can be seen in this screenshot:

(https://i.imgur.com/mIjzZ7a.png)

Marketplace has no chicken, eggs, honey, milk, roasted meat, roots, smoked meat, venison although all these items are available in storage close to the market. Number of vendors doesn't seem to matter, had the market staffed with 5 vendors for half a year. No transport of these items to market happened. Now reduced number of vendors to 1 so I can easily follow him to see what he's doing: he's on laborer duty picking up things around the little village.

The above list of foods seems to get (mostly?) ignored for transport to the market. I'm writing "mostly" here because I do have small amounts of milk, roots and smoked meat in two private homes, thus I assume these items have been transported to the market at some time.

Active mods are Norseman 4(10.7) and The North 602(10.7). Thanks in advance for help and advise. :)
Title: Re: THE NORTH 6
Post by: Nilla on June 16, 2018, 06:41:50 AM
I don't think you make anything wrong. I don't think there's anything wrong with the mods. How the goods are distributed over the map and how vendors/markets and laborers/barns really work, is one of the "Banished mysteries". I have tried a long time ago to understand it. I know, that @brads3 has put much effort in understanding it as well. But how vendors work, and how they choose which products to carry to the market, to what time is not understandable, at least not to me. The same thing with laborers and how they distribute goods to different barns. I have given it up to try to understand.

I guess if you play this game long enough, you will see these goods, that's missing now at the market. But why? I don't know.
Title: Re: THE NORTH 6
Post by: embx61 on June 16, 2018, 07:08:05 AM
Modders of Markets set first the flags they can store. Stone, edible(all food groups), Iron, etc.

Then the modder can set the percentage of the flags what can be stored max of the total (100%).

for example
protein 6%
vegetable 6%
Stone 4%
etc

If a vendor(s) have just loaded a crap load of venison (Protein) and it reaches the 6% no more protein is possible because the 6% is reached.
Other protein like milk are not brought to the market till some bannies take some venison away first.

Mostly after a little while it will sort itself out quite reasonable but there can be exceptions of course.
Title: Re: THE NORTH 6
Post by: Jando on June 16, 2018, 07:36:23 AM
Thanks, Nilla and embx61!

I'll follow your advise and just continue with the map, let's see what happens next year in that little village! Thanks again.

Title: Re: THE NORTH 6
Post by: Nilla on June 16, 2018, 08:56:55 AM
That's a good explanation for the basic rule for distribution of goods to markets @embx61 and it can explain, why no more protein and vegetable is carried to the market. But it's not the whole truth. It doesn't explain, why no honey is carried to it. (Honey is grain in the North). There's only little grain at the market. There are other things that also have an influence. The Bannis like to have all possible kind on goods in every storage building. Some things are carried far away from where it was produced. Maybe a vendor simply doesn't get the last piece of grain (or any other kind of goods) from a barn. There might be some more of these confusing "sub rules", that makes it hard to really understand the mechanisms.
Title: Re: THE NORTH 6
Post by: darnokthemage on June 18, 2018, 03:47:58 AM
I have takes some pictures of a local granary that i think you may like, a gray version of it could be a version of the current storehouse. https://imgur.com/a/ugWgooQ
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 18, 2018, 01:26:46 PM
Thanks @darnokthemage. The building looks nice and would fit well in our set. I have saved the pictures. Some time ago I wanted a real granary to provide inedible grain for the mill but was not possible without breaking other thing. As a normal food storage it will work.

To @Jando, there is not really something wrong in your screen but actually the vendors should continue to fill up the market with foodstuff. They do it with up to 20% of each type of food (grain, fruits etc). That all different food items like apples and pears are provided can not be guaranteed. If you find more odd things please show..  :)
Title: Re: THE NORTH 6
Post by: darnokthemage on June 19, 2018, 04:38:44 PM
On the topic of Food storage, a smaller marketplace that holds three tents or so would be great, as the big one removes any reason to build smaller barns.
Title: Re: THE NORTH 6
Post by: Nilla on June 20, 2018, 01:09:54 AM
I always add DS Wagon Vendor to a North game. It fits well; the function, the look and the idea of a travelling merchant, visiting the village from time to time. I seldom build the big markets in the North until a game grows pretty big.

But you are right, in a pure Nordic game, a small market is missing.
Title: Re: THE NORTH 6
Post by: Jando on June 20, 2018, 07:31:41 AM
...
To @Jando, there is not really something wrong in your screen but actually the vendors should continue to fill up the market with foodstuff. They do it with up to 20% of each type of food (grain, fruits etc). That all different food items like apples and pears are provided can not be guaranteed. If you find more odd things please show..  :)

Thanks for your answer, Tom!

And yes, by now I know there's nothing wrong there, I only had the wrong expectations. :) I automatically assumed that the villagers would actually want all that different food stuff and that therefore the vendors should carry it to the market. I knew nothing about types of foods in Banished when I made that post/screen shot, I just thought "Hey, I have 20 different foods in my storehouses around the market, why do the vendors only carry half of it to the market?" I guess I'm not the first newbie wondering about that.

Still playing that map and I'm basically drowning in food now. There's just so much of it, I have no idea what to do with it. I've just put 5.000 foods into the trading post, but then I know there's nothing I would want to buy from a trader anyway, with the exception of the last 2 roof tiles to finish my brickyard. From then on all trades won't matter because the trader will have nothing my village would want to buy.

But that's probably a design problem with the whole game, in the beginning the player needs seeds, lifestock and in The North also glass, bricks and roof tiles. But whether a trader brings these items or not seems to be totally random, causing players either to build many trading posts or to use the old "save and reload until the trader has what you need" mechanic. Anyway, once a village has these items trade just becomes completely irrelevant. I've played with the idea of starting a new map where I will not build any glassworks, brickyards or coal mines, to force myself to rely on trade for these items - but trade is just too random to rely on getting something one needs.
Title: Re: THE NORTH 6
Post by: Nilla on June 20, 2018, 07:46:37 AM
@Jando; I've been playing the North a lot. Of course, it's possible to play more or less without trade, after you've bought the "basics". But I find trade a fun part of a Nordic game, that's why I mostly play on "harsh", where farming is difficult and you really need to buy food (except proteins).

But I can agree; on mild/fair with enough farming and some processing of food, you'll have more goods to sell than you need to buy. I use to accumulate coins; thinking, I might need them later.
It's fun and you'll have some need for the bank. And maybe even you'll run short on something later in game, so you can actually use the coins. ;)
Title: Re: THE NORTH 6
Post by: Gatherer on June 20, 2018, 08:52:07 AM
Perhaps coins could be used as a requirement for an upgradeable versions of certain structures? To build a bigger capacity market, trading post, church,...or a better insulated house? You could then pretend that the builders are getting paid for their work.
Title: Re: THE NORTH 6
Post by: Jando on June 20, 2018, 04:01:43 PM
@Jando; I've been playing the North a lot. Of course, it's possible to play more or less without trade, after you've bought the "basics". But I find trade a fun part of a Nordic game, that's why I mostly play on "harsh", where farming is difficult and you really need to buy food (except proteins).

But I can agree; on mild/fair with enough farming and some processing of food, you'll have more goods to sell than you need to buy. I use to accumulate coins; thinking, I might need them later.
It's fun and you'll have some need for the bank. And maybe even you'll run short on something later in game, so you can actually use the coins. ;)

Yes, I've not yet played a game in harsh climate, thus things may change then, I can't judge that. And yes, so far I'm collecting coins (43 gold, lol) though I keep them all in the (one) trading post, for the odd chance a trader comes that has something to sell I would want. I also agree that trade could be a fun thing. I find Tom had a very good idea forcing players to buy their initial glass, bricks and roof tiles, though I also find myself reloading a game (saved a few tiles before the trader arrives) for many, many times to actually get a trader that sells these items.

Just as rough guesstimate I'd say about 95% of all traders arriving don't have any glass, bricks or roof tiles to sell.

Perhaps coins could be used as a requirement for an upgradeable versions of certain structures? To build a bigger capacity market, trading post, church,...or a better insulated house? You could then pretend that the builders are getting paid for their work.

I think that's basically a good idea, however, the randomness may be a problem: whether a trader arriving has coins or not is also down to a dice roll I believe.
Title: Re: THE NORTH 6
Post by: LadyMarmalade on June 20, 2018, 06:49:52 PM
I must be severely lacking in the brains department because no-one else seems to have this problem except me..

I downloaded The North today after reading about it on here and wanting a change. On the whole I'm really enjoying it although its much more difficult than my usual gameplay but thats good. Means it should hold my interest for longer.

There's one part of it that totally confuses me tho. It's to do with the allocation of workers.  There's clearly some link that I'm unaware of between different workplaces. It's not possible to, for instance, just add a single worker to the charcoal burner..or the blacksmith or the campfire or Dairy Hut.. I can't work out what's going on.

In this example I would want to add a worker to the Dairy Hut . It says 0 of 1 but also says there are 2 already allocated which there clearly arent as I only have one Dairy Hut. Presumably the dairy hut is linked to some other buildings which seems to mean I cant specify the Dairy Hut unless I identify the other building(s) and turn them off? Is that right?

(http://worldofbanished.com/gallery/3701_20_06_18_6_46_20.png)

The crop field says 0 of 1 - but also has the 2 and seems to be linked to the Dairy Shed for some unknown reason.

 I have the distinct feeling i'm missing something extremely obvious here and that I'm going to look a real idiot when it gets explained to me. My excuse is that its 2.41am and I'm tired but determined to sort this before I can fall asleep!
Title: Re: THE NORTH 6
Post by: Abandoned on June 20, 2018, 08:47:32 PM
@LadyMarmalade , some workplaces not necessarily related in any way have generic "worker".  Also in some mods professions like farmers are used in different building like the dairy hut.  It is a way to keep from having an ever growing long list of professions.  Maybe someone else can explain it better. 

Also in the professions list you can cycle through the workers and check their workplaces.  That may help.












Title: Re: THE NORTH 6
Post by: Jando on June 21, 2018, 01:34:11 AM
Aye, the dairy hut is staffed by a farmer. The little grain symbol before "0 of 1" tells, it's the same symbol that's used in the professions list.
Title: Re: THE NORTH 6
Post by: Nilla on June 21, 2018, 02:34:53 AM
When I add workers (as @Jando and @Abandoned says, in this case a farmer) I find it convenient not to use the profession menu. Instead I click on the small arrow up, directly right to the 2, that says how many farmer you have totally.

Title: Re: THE NORTH 6
Post by: Abandoned on June 21, 2018, 05:32:41 AM
Yes, that is how I increase or assign workers also.  The professional list I find helpful to identify what group the worker belongs to if in doubt.  Sometimes, one click will at the worker to one of the other building with the same type worker and you must then check other buildings.  If you add the farmer to the dairy hut but the number does not go up to 1 of 1 then the new worker got added to a crop field instead.  You will then have to find which field and lower the maximum number in that field.
Title: Re: THE NORTH 6
Post by: Nilla on June 21, 2018, 07:30:52 AM
Yes, that is how I increase or assign workers also.  The professional list I find helpful to identify what group the worker belongs to if in doubt.  Sometimes, one click will at the worker to one of the other building with the same type worker and you must then check other buildings.  If you add the farmer to the dairy hut but the number does not go up to 1 of 1 then the new worker got added to a crop field instead.  You will then have to find which field and lower the maximum number in that field.
The fields are normally no problem in the North, since the default number of farmers on a field, no matter how big, always is 1. (By the way the default number of every profession is 1, very convenient) It's only a problem, if you've built several buildings for the same profession, that you haven't staffed yet, or have taken workers away without closing the site. But on the other hand, you will have the same problem, if you use the profession menu.
Title: Re: THE NORTH 6
Post by: LadyMarmalade on June 21, 2018, 09:03:37 AM
Thanks for all your help and replies. Things are looking alot more  clear in the light of day. I need to stop the late nights.

I've got the allocation of workers thing sorted now just have to work out the limits which also seem very strange to me even in the light of day!  I can't Yet work out why, for instance, my tool production keeps stopping and I get the icon saying the limit has been reached when it clearly hasn't - or I get icons saying there arent enough materials to make something when there clearly are.. Perhaps I just need to take a break from Banished for a few days - I have been playing it for several hours at a time lately lol.
Title: Re: THE NORTH 6
Post by: Nilla on June 21, 2018, 09:23:40 AM
The limits/flags are different in the North. Confusing? Maybe, but less confusing than the vanilla flags. The blacksmith is a bit special, since he can produce goods from three different flags with three different limits. Unfortunately only the tool limit is shown at the Blacksmith shop. Maybe @Tom Sawyer, you can improve this and add the other limits; iron and utensils (wheelbarrows and traps, at least I think they both belong to this flag). So @LadyMarmalade, if the blacksmith stops producing tools, even if you haven't got enough tools, one of these limits is reached.

Didn't you say, that you like football, @LadyMarmalade. There are at least 3 games each day; enough time to make a Banished brake! ;)
Title: Re: THE NORTH 6
Post by: LadyMarmalade on June 21, 2018, 09:45:37 AM
lol @Nilla  Yup.  I am set up very nicely with the TV on, with the football matches while I sit at my desk and play Banished.  Unless its a game that I am especially interested in when the game gets stopped and the TV gets my 100% attention. That means England - who dont play again until Sunday and Germany - but only because I really want to see them get properly beaten :)

Thanks for the tip about the limits. I had no idea about the utensils one! 

One last quick question - am I right in thinking I have to buy any salt I need? I can't see any other way of getting it?
Title: Re: THE NORTH 6
Post by: kid1293 on June 21, 2018, 10:32:26 AM
...Germany - but only because I really want to see them get properly beaten :)

We will do our best on Saturday. No bratwurst or potato salat until after game!!! :)
Title: Re: THE NORTH 6
Post by: LadyMarmalade on June 21, 2018, 01:42:31 PM
@kid1293  Yes, you must!!  Beat them well - 5 or 6 goals will be good!  From 19:00 til 20:45 on Saturday I will be a Sweden fan!!  I don't expect England to win the Cup so I don't mind WHO wins it..just as long as its not Germany!!
Title: Re: THE NORTH 6
Post by: Nilla on June 21, 2018, 02:29:56 PM
You can guess how it will be in our family; half German half Swedish! ;) The Bratwurst we had today, the herring tomorrow and on Saturday............. we'll see. But I'm pretty sure @LadyMarmalade Germany will not win the championship this year. They deserved it last time in Brazil, but this year they aren't good enough. If we are good enough to throw them out, I don't know, but we are used to throw the big teams out (Netherlands and Italy aren't even there because of our team) so why not. On Saturday we'll know more.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 22, 2018, 05:46:32 AM
What's going on in my thread..^^
Title: Re: THE NORTH 6
Post by: wiscoke on June 22, 2018, 05:49:25 AM
Iceland is my favorite underdog on the WC ;)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 22, 2018, 06:09:10 AM
Yeah, Iceland for world champion! Good to sail under their flag.. to not become crucified here. ;D
Title: Re: THE NORTH 6
Post by: Nilla on June 22, 2018, 07:55:16 AM
Yes! beating Sweden in the final!  ;)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 23, 2018, 04:40:54 AM
Following your talk I have updated my separated tools for hunting and gathering. Pick them from www.banishedventures.com/huntertools. :)
Title: Re: THE NORTH 6
Post by: LadyMarmalade on June 23, 2018, 04:44:38 AM
Excellent - thank you, Tom.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 23, 2018, 04:04:48 PM
French Translation

Frankish settlers arrived in the North.. The mod can now be played in native French. Fully translated by @Tsar Lyagushka. Merci for the nice cooperation! :)
Download and Steam link on www.banishedventures.com/french-translation
Title: Re: THE NORTH 6
Post by: Tsar Lyagushka on June 24, 2018, 05:02:55 AM
It was a pleasure to provide a French translation for it. If French players here notice some mistakes I made let me know and I will fix it as soon as possible  :)
Title: Re: THE NORTH 6
Post by: Kristahfer on June 24, 2018, 03:18:38 PM
@Tom Sawyer you last update to the Hunting module defines a circle to hunt in and then after assigning hunters they begin to hunt out side of the defined area, and will hunt any available animal first. Your original version would define a circle to hunt in and then any available laborer would hunt within the defined circle. If I was running short on leather I could find a leather producing animal, define the hunting area directly on that area and begin hunting the targeted animals there, and then idle around until the Hunting area was removed.


Was this intended with you latest update?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 25, 2018, 12:52:20 AM
@Kristahfer, the hunting circle always defines an area to search for animals but does not restrict hunting outside. If they encounter a deer on their way to the spot, they take it too. That also happened with laborers but worse because you could not control where they start.

This attempt with hunting laborers I canceled because of some bad interactions. People from any settled workplaces could stop working to go hunting and the venison and hides were tracked in their blacksmith or gatherer shelter while you could not see it in the hunting spot. Other problems were uncontrolled killing whole herds by laborers who did not carry the prey to storage or the thing that they were immun against the more dangerous hunter death event.

The actual idea of hunting laborers was to make assigning workers unnecessary when using this tool and with the new version it also works with professional hunters. If a hunter is sitting at a campfire roasting venison or working around a cabin and you place a hunting spot, then they will automatically leave their workplace to chase animals at your spot and will back to previous workplaces when you quit hunting their. And this without any side effects from hobby hunting. :)
Title: Re: THE NORTH 6
Post by: Nilla on June 25, 2018, 02:22:37 AM
The combination campfire/hunting tool as very convenient at the beginning of a Nordic game. As you say @Kristahfer, you hunt when you need clothing and parkas are made at the campfire. I use to have a hunter assigned to the campfire, producing parkas. If there's no leather, he works as laborer. If I need clothes, I place an "instant hunter", where I see some deer and this "campfire hunter" will hunt on that spot (or as Tom says, on his way to it) automatically. When I demolish the hunter, he will automatically go back to the campfire, produce his 1-2-3 parkas and go back to laborer's work. Micromanagement with a very small effort.
Title: Re: THE NORTH 6
Post by: Kristahfer on June 25, 2018, 07:04:12 AM
Thank you for the response. Quite understandable and once explained I agree much better.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on June 28, 2018, 02:41:13 AM
Separated Cabins and Cottages

I updated my log cabins and red cottages. The log cabins now include a fourth F variant, storehouses and workshop extensions (making only vanilla clothes to be fully compatible). The cottages got reworked textures of the latest North version and require glass now. You have to make these materials by another mod like CC or Red ones and if added to a vanilla game they can be bought from merchants. Also, I made a no smoke mod for Nordic buildings since the mod by Black Liquid doesnot include my production buildings. If you want to remove only normal house smoke I still recommend the BL mod.

All downloads in my Inventory (http://www.banishedventures.com/inventory/). I will provide more updated single mods there in future.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on July 01, 2018, 03:06:48 AM
I wrote a kind of conclusion or how-to about the happiness system and what we know about it after the latest updates and Nillas researching. Will update the text when we get new knowledge or balancing changes. www.banishedventures.com/howto-happiness
Title: Re: THE NORTH 6
Post by: Nilla on July 01, 2018, 03:44:20 AM
A good explaination. :)
Title: Re: THE NORTH 6
Post by: galensgranny on July 01, 2018, 02:01:20 PM
I love the part, "... and then people suddenly run wild because they can visit a church and a tavern."  ;D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on July 02, 2018, 12:58:44 PM
Haha.. I have it from here. Always like to learn such phrases and to improve my skill. Thanks again for your help @galensgranny. :)
Title: Re: THE NORTH 6
Post by: galensgranny on July 02, 2018, 02:11:41 PM
You're welcome, Tom.  :)
Title: Re: THE NORTH 6
Post by: brads3 on July 12, 2018, 10:54:43 AM
with your individual apple trees is it possable to plant 5 or 10 of them and 1 gatherer harvest them? could they be coded to be "wild apples" like the pine or CC orchard,but players can plant instead of a forester? then the gatherers we have would harvest them.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on July 12, 2018, 01:48:16 PM
With gatherers it doesn't work @brads3. The trees need to be harvested by a farmer, like orchards. I did not try to let them spawn fruits around like wild plants but it might be possible. I guess it would be very random and only on free tiles next to them. If they are planted between houses and roads they could not spawn something. Also, it would be in addition to the normal yield. Probably not really an improvement.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on July 24, 2018, 12:33:03 AM
Hi guys! I was a bit absent but now wrote some news about the current progress in my modding diary (https://www.banishedventures.com/diary-july-2018/). It's mainly new housing for the Viking update and the thingstead we were talking about in this thread, suggested by @darnokthemage. Here are the screens. :)

(https://www.banishedventures.com/wp-content/uploads/thingstead-preview-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/thingstead-preview.jpg)

(https://www.banishedventures.com/wp-content/uploads/turfhouses-preview-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/turfhouses-preview.jpg)

(https://www.banishedventures.com/wp-content/uploads/framehouse-preview-656x369.jpg) (https://www.banishedventures.com/wp-content/uploads/framehouse-preview.jpg)
Title: Re: THE NORTH 6
Post by: darnokthemage on July 24, 2018, 08:10:51 AM
Very very nice! Hopefully we can get a time progression system in place some time in the future!
Title: Re: THE NORTH 6
Post by: embx61 on July 24, 2018, 08:38:20 AM
Nice stuff Tom :)

Turf (Sod? Peat?) is a nice addition for early settlements. I played with the idea a long while back but never got to it.
Good to see you tinkered with the same idea and make something out of it. The clay is IMHO good enough to be used as Turf otherwise you have to make another production area to get the Turf what was nothing more then just cutting them out of the "Veen" grounds in a certain size anyway.

The Dutch made a lot of so called "Plaggenhutten" very early on and some are still to see in the Dutch Openlucht (Open Air) Museum in Holland.
Title: Re: THE NORTH 6
Post by: Nilla on July 24, 2018, 08:47:50 AM
 :) Nice to see some new Nordic things.

Since I have to keep my broken foot high as much as possible, I spend a lot of time lying on the sofa watching TV. Yesterday I saw a program about some excavations on the Orkney Islands. The houses from the stone age, some 5000 years ago, looked very much like the right turf house. Here in Sweden we couldn't build stone houses until about 1000 AD, if I can believe another TV program about Christian vikings.  ;)
Title: Re: THE NORTH 6
Post by: darnokthemage on July 24, 2018, 09:06:29 AM
Earliest Swedish stone house is a small stone church from the 1040s in Varnhem, Sweden. Some of the more complicated stone buildings could maybe need a stonecutter?
Title: Re: THE NORTH 6
Post by: zak4862 on July 24, 2018, 01:43:51 PM
Awesome frame-houses! I hope you will make also a standalone set like with yours RedCottage houses.  :o 8)
Title: Re: THE NORTH 6
Post by: brads3 on July 24, 2018, 02:53:07 PM
i just hope as TOM adds new buildings he doesn't take out the others. he did that with the red nordic wood houses. they were a nice option to mix with the cottages.
Title: Re: THE NORTH 6
Post by: embx61 on July 24, 2018, 03:01:07 PM
I don't know if Tom will scrap some houses but even if he does I am sure he will compile them as a standalone mod so nothing is lost.
His Red houses are in a different separate mod are they?
Title: Re: THE NORTH 6
Post by: brads3 on July 24, 2018, 03:13:06 PM
yes but the new grass looking houses override it when added with the North mod.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on July 25, 2018, 01:27:03 AM
No, I don't want to scrap any of my existing houses.^^ The very first red ones were recolored vanilla huts and replaced then by the red cottage. They are still in game with vanilla texture.

Both new house types can be single mods then @zak4862. They are not connected with any special production chain or balancing. Only clay will be necessary for the frame houses as not vanilla resource. Turf or peat I will probably keep as a free resource just taken from building sites or from the surrounding area. So the turf houses are made from a few wood and stone but with a reasonable building time. With thatch I'm not sure yet but I tend to keep it free as well. It is nice to have wooden and thatched roofs as F variants.

Is this first stone church something nice and worth to create for Banished @darnokthemage?
Title: Re: THE NORTH 6
Post by: zak4862 on July 25, 2018, 01:29:58 PM
Awesome news. Thanks.
   Regards   zak4862  :)
Title: Re: THE NORTH 6
Post by: Nilla on July 26, 2018, 02:08:30 AM
Earliest Swedish stone house is a small stone church from the 1040s in Varnhem, Sweden. Some of the more complicated stone buildings could maybe need a stonecutter?
One of the program I saw was about this excavation. Unfortunately I don't think there's more than a few walls found, and I don't think they've made any reconstruction. They think that it was made after English model, so if you want to make more Nordic stone buildings @Tom Sawyer , maybe you can look at Britain. The history of Scandinavia and Britain was very much connected at the time of the vikings.
Title: Re: THE NORTH 6
Post by: darnokthemage on August 21, 2018, 09:43:20 AM
Any news?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on August 22, 2018, 07:34:58 AM
Hi Darnok, not really something to show yet. I finished the frame houses and a matching storage building. Now I have a couple of workshops in Sketchup for pottery, tailoring and other things to build a Viking town with more diversified professions. Another thing I started is a pagan temple similar to the old stave churches. I will write another diary post then. :)
Title: Re: THE NORTH 6
Post by: zak4862 on August 22, 2018, 11:35:25 AM
Hi Tom!
These are some promising news. If you have time could you post some pictures of your progress.
   Regards  zak4862  :)
Title: Re: THE NORTH 6
Post by: Tom Sawyer on August 30, 2018, 04:09:31 AM
I did right now @zak4862 .. Modding-Diary August 2018 (https://www.banishedventures.com/diary-august-2018/)

It's about some work in progress, such as pit houses, pottery, tailoring and a windmill. :)
Title: Re: THE NORTH 6
Post by: zak4862 on August 30, 2018, 09:14:38 AM
Thanks mate!  :)
   Regards   zak4862

P.S. I look at the pictures. Nice work.
Title: Re: THE NORTH 6
Post by: darnokthemage on August 30, 2018, 11:24:52 PM
 I recommend looking at this artists art, lots of nice viking illustrations. Up to date with the latest research too.

http://bau.nu/Historisk%20illustration%20%20Historische%20Illustration%20%20History%20illustration/vikingetid%20%20%20wikingerzeit%20%20%20viking-age.html
Title: Re: THE NORTH 6
Post by: darnokthemage on September 04, 2018, 01:18:08 PM
I would also like to see that we could get a way to produce dried fish and butter, since these were the main produces of medieval sweden. Maybe make it Dried Herring? If we ever get a sea map i would very much like to see a sea fishery.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on September 05, 2018, 01:07:21 PM
Thanks for the link @darnokthemage. There are lot of pictures to get some more inspiration.

About the resources: When making the dairy hut I had butter as the simple product before salt is available for cheese making, but changed it to skyr for a more north specific item. I'm not sure if we should have more than 2 products from milk. Actually I try to avoid foodstuff without any different productions or properties. Maybe there can be a difference in gameplay and I don't see it yet. Maybe at least different workshops.

Unfortunately, maritime maps cannot be done. It's alway a kind of valley surrounded by mountains. The only option we can try are fishermen virtually going down the main river by boat and coming back with seafood. Necora did it with this workaround in his maritime set and why not. The thing I dont like with it is that the fishers never really use their boats or leave the hut. Maybe to give it a try and to see how it feels in game. It could be the third fish species connected with the fishing hut I wanted to make anyway. Hering sounds good, or cod to make stockfish in the traditional way.

In general we have to care about the balance between different food types. There are already so many protein items compared to the other types. Even more of them can makes it more difficult to keep people healthy. For now, I put it on the list. :)
Title: Re: THE NORTH 6
Post by: darnokthemage on September 08, 2018, 12:27:09 AM
A pretty easy thing i wish you would change is so that if we place several house extensions side by side they won't conflict.
Title: Re: THE NORTH 6
Post by: Tom Sawyer on September 08, 2018, 05:53:42 AM
@darnokthemage, can you show a screenshot what exactly do you mean with conflicting house extensions?
Title: Re: THE NORTH 6
Post by: Gatherer on September 08, 2018, 10:00:32 AM
@Tom Sawyer Any chance you could separate village shop from Red Cottage mod and make it a standalone mod?
Title: Re: THE NORTH 6
Post by: Tom Sawyer on September 08, 2018, 12:36:43 PM
(https://www.banishedventures.com/wp-content/uploads/VillageShopMod.png) (https://www.banishedventures.com/download/villageshop/)  VillageShop.zip (3.7 MB) (https://www.banishedventures.com/download/villageshop/)
The village shop from the North. Bricks, tiles and glass have to be bought or made by factories of another mod. :)
Title: Re: THE NORTH 6
Post by: Gatherer on September 08, 2018, 12:47:09 PM
You Sir are my hero!!! Thank you very much.
Title: Re: THE NORTH 6
Post by: darnokthemage on September 12, 2018, 10:47:13 AM
(https://farm1.staticflickr.com/507/19379296843_c246e345c7_b.jpg) This would work so well as a banished house!
Title: Re: THE NORTH 6
Post by: child_of_air on September 12, 2018, 03:58:23 PM
I'm really excited for a Viking era set! Please make it so that it can work with DS's Anglo Saxon set. I'd like to be able to use them both together.  Thank you!
Title: Re: THE NORTH 6
Post by: Tom Sawyer on September 13, 2018, 02:03:33 AM
Vikings and Anglo-Saxons on one map.. are you sure @child_of_air? It usually ends in a bloodbath.^^ What DS mod do you mean? I can look at it when finishing the new version. Also, I hope DS will come back to modding when real life allows it. There were nice new things in the pipeline.

The picture is a funny house @darnokthemage. I wonder if this is actually a home or a storehouse, or what it should be in Banished if I make it.
Title: Re: THE NORTH 6
Post by: child_of_air on September 13, 2018, 02:52:15 AM
Bloodbath?! Oh, yes please!  Sorry, I meant to say Celtic set, which is probably done with an earlier time period in mind, but that's fine with me. Close enough, eh?  ;) I also love and use his stone hovels all the time, and they go well with that set. I too hope he comes back and mods again, takes a break from real life. His mods are excellent and although I don't usually play with the time period in which he mostly designs (Tudor), he's certainly a talented modder and I really appreciate what he's done to keep my interest in this game, long after others have forgotten about it. (I started playing when it first came out.)

Here is the set I mean on Nexus: https://www.nexusmods.com/banished/mods/74

That would be a really fun game when your set is completed.
Title: Re: THE NORTH 6
Post by: rkelly17 on September 13, 2018, 10:26:43 AM
Sorry, I meant to say Celtic set,

Wouldn't mixing Celts and Vikings just result in Ireland?  ;D
Title: Re: THE NORTH 6
Post by: Tom Sawyer on September 13, 2018, 02:14:23 PM
Yes, the Vikings probably met some old Celts on their way west, in Ireland or Scotland. And it was probably not much more peaceful than meeting the Saxons. ;D

I loaded the Celtic Village from Nexus. It's a beta but a nice one and it works in the North as far as I can see at first glance.