Author Topic: DS Industry Mining - BETAv.05  (Read 4522 times)

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Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #45 on: July 18, 2019, 01:43:05 AM »
Quote
It must be as @Tom Sawyer says with the inputs playing havoc with the workers, as it works fine on buildings that don't have an input (my beehives, original tunnel mine, etc).
I think so too because the flax weaver works similarly. It still produces but the behaviour of the worker is very odd. The weaver takes 100 flax, produce a little something; say 4 linen from 20 flax and then carries the rest 80 flax back to the barn, gets new 100 flax, produces something, carries the rest back and so on. Opposit to the Workerīs Construction they do produce something each time but only once. If you locate barn and flax and weaver close to each other, the site produces OK but I suppose it would be better if only one thing was produced.

I think I might have to look at a different way for these resources. The flax is difficult unless I get rid of the linseed and just allow linseed oil from flax itself? maybe.
The Workers Construction Yard will probably be changed to select resources.

I agree the mines are producing a bit too fast now, I'm still comparing numbers on paper to see how I want to start adjusting all the numbers again. I will be more than likely increasing the create count, and would have to slow the mines down again.

A decrease in the amount of product available at the merchants will need to be done if you are able to import that much ;)
Like I said in my other post, I do still want it to be a little profitable if you wished to import ores, but not enough to sustain a town.

Ahh, ok well that explains the broken-bone epidemic :) at least I now know the transmission variables do work.
I will see if I can make a change to the event text to re-write it differently.

Yes you spotted a mistake in the quarry... I was actually originally seeing about making it produce randomly the same product stone, with only one having the cost of the stonemason tool, I now remember it didn't work properly, which further throws weight behind the random resource production from inputs does not work as we would like.
So if you actually clicked the second entry, your quarry would mine stone with no input, and gain the other benefits (lower work death risk and less use of normal tools).

Unfortunately there is a lot of wrong texts right now. I will have to go back through them all once I have the numbers sorted, I've already done it a few times with this mod. It is a lot of work with all the tooltips, that is why I didn't update the Info panels either, as there are a lot of hover-over tooltips that give break-downs of profits etc.

I've tried many things with the particle effects. I was hoping we could turn them sideways, instead of just being flat, but I cannot make it work, I had made a pretty good spinning water wheel texture, lol if i turn the mill sideways it works. Come to think of it, I think they did have and experimented with horizontal water wheels.

The problem is that the standard 2 roads use a low numbered (stone=0, dirt-1) what is called a uchar _index. The lower number will always build over the higher number. And 2 roads cannot be the same without it causing all the other placed roads with the same number from automatically changing to the other road texture.
So my numbers are all a lot higher numbers. I would need to change the vanilla numbers to something else.

Another bug you found with the mine, thanks. I once again did not have a large enough build UI.



Offline Nilla

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Re: DS Industry Mining - BETAv.02
« Reply #46 on: July 18, 2019, 07:57:37 AM »
There is another weird bug in the mines. I had a crash; several times directly after I started the autosave. Too fast to look around and see what was happening. To find out the reason, I stopped the speed, unassigned all workers and started the speed. No crash. I assigned different professions 1 by 1. Everything went well until I assigned the miners. The crash came immediately. I have 3 mines running: 1 improved mine for coal, 2 of the smaller industrial mines for the hill; one for iron ore and one for copper ore. After the next restart, I opened the "Improved mine"; no crash but after I opened the industrial mine for iron ore as well, the crash came, this time not at once but after a short while. Now I have started the industrial mine for copper, no crash and after that, I also started the iron mine. This time it runs without crashes at least for some time.

I have no idea what this is.

Edit; it didnīt run for long; the crash came less than a minute after I went back to it after I wrote this post.

Edit2; I think I got it; the crash comes if you use 4 miners in that mine. I ran one mine with 2 miners for a long time without problems, the crash came as I restarted the second mine with 4 miners. When I reduced the number of miners to 2, Iīve run it for some time without a crash.

Edit3; No itīs not (only) the 4 miners, now I had a crash with only 2 miners in each mine.
« Last Edit: July 18, 2019, 10:50:49 AM by Nilla »

Offline RedKetchup

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Re: DS Industry Mining - BETAv.02
« Reply #47 on: July 18, 2019, 11:26:41 AM »
for info in RKEC my stone roads are 70-74 uchars and my wood road is 995 uchar. i, of course, replaced the vanilla stone road to 990 and dirt vanilla to 999 uchar
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Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #48 on: July 19, 2019, 02:41:19 AM »
@Nilla , I'm not able to replicate that crash.

You do mean the Thadd Surrel Industry Mine? (as pictured)

Perhaps if you could give me your mod list and order, as well as map seed and staring conditions. Thanks.

Offline Nilla

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Re: DS Industry Mining - BETAv.02
« Reply #49 on: July 19, 2019, 05:12:25 AM »
Yes, I think itīs that mine but of course, it may be something else. But I had no crash as I turned it off. I can add a save if it helps.

MODS:(short, all except one yours and I think they are in your recommended order)
Townhouses
Ind.Mining
Thoms.Trade
MeadBrew
AleHouse
TimberMill
FuelMarket
FulbWrightHuses
FBSchool
DSJaB Patch to v2.1.1
Jetty&B
WagonWedor
Chapel of StE (Why can you only build one?)
Kid Tiny v 1.3

map:185063370 valleys medium, fair, disasters on, medium start

Edit; the second save might be more interesting but the crash comes very fast, you must stop the speed at once.
« Last Edit: July 19, 2019, 05:18:25 AM by Nilla »

Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #50 on: July 19, 2019, 05:16:02 AM »
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Chapel of StE (Why can you only build one?)

lol, I can't remember that being the name.

:)

thanks, I will check the save now.

Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #51 on: July 19, 2019, 06:03:09 AM »
It is something to do with the mine in the middle of the map that you have disabled.

I tried it 3 times with that mine and crashed every-time, yet the other mine near the river will not trigger a crash at all, increased the miners to 34 and ran that for 3 years and it never crashed.

It is very strange.

There are 2 possibilities that I have just thought of...

(edit)
1 - is that the path between the mine and the storage on the east is a very popular path, constant traffic. It is hard to tell exactly as the game crashed straight to desktop, but it looked like it crashes when a line of ore is built up....

but this led me into the 2nd possibility... and I think I might have it. let me just check again.
« Last Edit: July 19, 2019, 06:12:35 AM by Discrepancy »

Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #52 on: July 19, 2019, 06:18:20 AM »
Ok, it is the tree.

This mine used to have a wider footprint than it does now, there is a create point outside the boundary of the mine, under the chute to the left, it tries to spawn ore where there is the big oak tree. If you cut it down, it will not crash :)

Sorry about that.

Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #53 on: July 19, 2019, 06:27:42 AM »
I managed to pause the game quick enough on load of that earlier save. and it is the same problem of that tree.

In the attached picture I have highlighted the problem spawn point which is right where the oak tree was before I chopped it. The game is still running now in the background, hasn't crashed again.

...
Also, you have made a very nice town. Prosperous :)

Offline Nilla

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Re: DS Industry Mining - BETAv.02
« Reply #54 on: July 19, 2019, 06:39:31 AM »
This is indeed a weird bug and youīre a genius finding it! :)

Yes, youīre right, the town is prosperous but "messy"; a typical test everything, look at everything, donīt mind how it looks town.  :-\

Offline Discrepancy

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Re: DS Industry Mining - BETAv.02
« Reply #55 on: July 19, 2019, 06:56:01 AM »
Not messy, the layout works for a mining town :)

I hope to make it not as prosperous in the next update (probably not until next week sometime), I think I was a little generous with the change last update.

Thanks again for finding all these bugs.

Offline Nilla

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Re: DS Industry Mining - BETAv.02
« Reply #56 on: July 22, 2019, 12:28:29 PM »
I canīt get the silver mine to work properly. The miners are carrying lumber and lamp oil back and forth. And when I tried to upgrade it to see if the upgraded version works I had a crash as I clicked on the building site (similar to the small iron mine)
« Last Edit: July 22, 2019, 12:52:27 PM by Nilla »

Offline Discrepancy

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Re: DS Industry Mining - BETAv.03
« Reply #57 on: July 25, 2019, 02:23:24 AM »
updated to BETAv.03


There are two new buildings this update, though they both share a function, so essentially it is one and a half buildings. The Mining Overseer's Desk and the Mining Overseer's Office. The Desk simply displays the towns inventory, it is low cost to build at start of game and the information can be invaluable instead of clicking through countless stockpiles and barns. The Office is the full town hall statistics, including immigration which can occur at 0 population, though there are 3 required industry buildings to build for nomads.

Hopefully I've squashed all the bugs that were casing the crashes this time.

I made major changes in production numbers for the ore-to-iron/metal chains. The numbers are in the change log below.
I did not change the Silver values though, so this will eventually change which will impact, gold, coins etc.
Also, I have not adjusted the bloomery smelters construction costs (and UI texts) to account for the change in ore-metal production, these are right now the 'cheaty-way' of producing copper/iron. This will be changed in a future update when the production numbers are operating ok.

The poor performing Worker's Construction Yard now has a selection menu to choose production of resources.
The Flax Weaver has had a shuffle in code and production numbers and now produces better.... but not very consistent across multiple years.

The changes to the citizen are a now even higher in likelihood of them getting sick/disease etc at the start of game, in testing I was regularly getting after 10-18 months, though remember the diseases aren't anywhere near as deadly as standard game, unless a serious disease the citizens will get over them even without a doctor.
That being, the changes also included reducing the time a citizen has a disease, though the change is negligible and I don't think it has made a huge difference since last update.
Citizens will also require a few more different types of food for happiness. Health has been changed slightly closer to standard, though I'm really not sure how these are properly influenced anymore the more I try to understand it.

Anyway, enjoy. Hopefully bug free.

Sorry I don't think it is save compatible, at least it wasn't when I tried, but I also adjust the mod list.
But always better for a new game, and place this above my other mods (latest at the top).

Thanks to @Nilla for all the testing and invaluable feedback :)


 BETAv.03 - beta update: fixes and minor update   -- 20190725  |  .zip = 125mb (128,448kb)   .pkm = 211mb (216,689kb)
        - fixed issue of crash caused by Clarence Silver Mines.
        - fixed issue of crash caused by Thadd Surrel & family: Industry Mine.
        - fixed issue of crash caused by clicking on the build site of the Iron Ore Mine.
        - fixed issue of double entry of Stone in the Industry Quarry production menu.
        - fixed issue of coins having too large an icon in some UI panels.
        - Iron Fittings now correctly valued at 3, and create count at 5/8.
        - increased total production of Clay and Sand Digs for beta testing, these buildings will eventually be replaced.
        - increased the construction cost of the Open-Top Up-Draft Kiln.
        - increased work time and work required variables at all mines except silver mines.
        - increased value of Iron Ore to 3.
        - increased value of metals: Copper = 15, Iron = 18, Tin = 21, Bronze = 25.
        - increased the quantity of ores & fuel needed to make metals.
        - increased the value of tools: Copper Tool = 15, Iron Tool = 18, Steel Tool = 20, Hardened Tool = 22.
        - increased the value of the sharpened and oiled 'fine' versions of the tools, by 2 and 4 value added respectively.
        - reduced the work time of the Grindstone.
        - increased the value of Tools:Stonemason to 4.
        - reduced the create count of Bronze to 2/3, reduced the amount of fuel to smelter.
        - reduced the amount of Ores that will be offered by traders.
        - reduced the amount of Iron required to make an Anvil and Wagon Parts.
        - reduced the work time of the Industry Candle Maker.
        - reduced the work time of the Industry Oil Kiln.
        - changed production of Worker's Construction Yard for player to select product.
        - changes to production and speed of Flax Weaver.
        - increased the create count of Linseed to 21.
        - slightly improved the ability to place the Industry Quarry, and reduced the construction cost.
        - added Textile & Fabric storage to both Industry and Town barns (Thadd Surrel & Glass Maker storage).
        - added missing storage tab to the standard banished Herbalist.
        - changes to the production recipes at blacksmith's.
        - added option to make Tools:Hunter and Tools:Fisherman from Copper at blacksmiths.
        - various building text and tool-tip changes and fixes.
        - various text and number changes to the DS Info/knowledge-base panels.
        - numerous changes to happiness, health and other citizen.rsc file variables.
        - added new building: Thadd Surrel & family: Mining Overseer's Desk.
        - added new building: Thadd Surrel & family: Mining Overseer's Office.


https://i.imgur.com/1e58EN3.jpg
DS Industry Mining - BETAv.05
  https://i.imgur.com/pGsMz5x.jpg
DS Industry Mining - BETAv.05


Offline Nilla

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Re: DS Industry Mining - BETAv.03
« Reply #58 on: July 25, 2019, 06:31:54 AM »
:) Looking forward to trying it.

Offline MarkAnthony

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Re: DS Industry Mining - BETAv.03
« Reply #59 on: August 02, 2019, 12:15:41 AM »
I'm really enjoying DS Industry Mining @Discrepancy you've done a wonderful job with it.

There are a few things I like using from RKEC that Red does not have as standalone mods: Canals, his various food preservation units, his Orchard Lodges and some other stuff as well.

So I tried adding RKEC back into the mix but I am thinking that maybe DS Industry Mining needs to go above RKEC because the Limits window has changed considerably with RKEC on top and I am wondering if it would mess things up with DS Industry Mining?

And if I do need to put DS Industry Mining above RKEC then I assume I must also put BetterStockPiles and DSTimberMill above too since those need to be above DS Industry Mining?

Thank you.
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