Author Topic: Some things to know with the new resources (build 1.0.7, CC 1.72)  (Read 411 times)

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Offline TheOtherMicheal

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TIP: Build storage yards! All of them!  ;D

I've been playing with CC 1.72 and a lot of mods remade for build 1.0.7 and one thing I have noticed is that I have been overlooking a simple but important aspect of the new game. The new resources require new storage, we know this from what the CC team have mentioned but while everything is still new to us Players, it's really easy to forget this.

I lost a lot of bonemeal before I realized I needed a separate type of storage for it and I have just spent three seasons waiting for Necora's Pine Cider Press to be built because although I had lumber providers (the Sawpit from CC and the Pine Lumber Cutter from the Maritimes mod - I built both because for about 20 minutes I thought maybe the two types of lumber were different!), lumber was not being delivered to the construction site. >:(

The reason was simple enough once I realized it... the lumber needed the Construction Materials storage yard and I hadn't built one. So the 80+ units of lumber I had made were lost because they could not be stored anywhere.   :'(

So the moral of the story is, there are small but very significant changes to the game due to the new resource flags. Explore the new resource chains before thinking something is bugged. Build the new storage yards, otherwise your new resources will be lost. :)

Offline brads3

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Re: Some things to know with the new resources (build 1.0.7, CC 1.72)
« Reply #1 on: February 28, 2017, 07:04:08 AM »
plus everything is in a transition stage so an item might be under and old tag but used in a building underthe new tag or vice versa. not sure if that will make some items unusable or not. you bring up a good point, we will need new wharehouses and markets as well. sadly some of those modders have moved on so some of our buildings won't be upgraded.

Offline TheOtherMicheal

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Re: Some things to know with the new resources (build 1.0.7, CC 1.72)
« Reply #2 on: February 28, 2017, 04:10:44 PM »
The markets and storage provided by the latest versions of mods by Black Liquid, RedKetchup, Kid1293 and Necora and so on all have the new resource flags and will store all the new resources without any problems but as you said, there are still a lot of mods out there that people want to use that will probably never be upgraded and these will not store resources that have been tagged with only the new resource flags.

The vanilla barn and stockpile will accept the new resources but if you have mods built for 1.0.6 then we have to accept that they will not store items with the new flags.
Personally I want some of the older mods and suggestions to "only use mods that are for 1.0.7" are not actually helpful, instead we will have to accept that mods for 1.0.6 while still useful are also limited and we will probably have to change our Banished playing habits a little bit to accommodate this.

I see that there was some confusion over my post when I made it at the Black Liquid site, so for clarity, what I am basically saying is that the new changes will take a little bit of time to get used to so if you find something unusual, you should check to see if it's a difference in the new build/new mods compared to the older version before assuming that there is something wrong or it's a bug.

Offline Abandoned

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Re: Some things to know with the new resources (build 1.0.7, CC 1.72)
« Reply #3 on: February 28, 2017, 05:28:37 PM »
@TheOtherMicheal thanks for info, I know there are quite a few mods I would not want to give up using if I decide to update my game.  There is a lot new to get used to, that is for sure.