Author Topic: DS Industry Mining - BETAv.05  (Read 5255 times)

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Offline Discrepancy

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Re: DS Industry Mining - BETAv.03
« Reply #75 on: August 05, 2019, 03:07:04 AM »
I made some calculations yesterday that you might find interesting @Discrepancy. It's about iron production and how many workers are involved:

The logistic isn't perfect in my game. I also wanted as many as happy as possible so people don't live inside the black circles which means it's quite a distance between workplace and homes. So I guess, the production can be higher if you make it different.

A smelter makes an average of 75 iron. It's no big difference between the small blacksmith and the blast furnaces on land or on the shore. 10 blacksmiths make 750 iron worth 18= 13 500 trade units.
To produce 750 iron you need 750 coke and 1875 iron ore.
To produce 750 coke you need 177 coal and 1/3 worker.
To produce 177 coal you need 30 timber, 30 lamp oil and 1,3 miner.
To produce 1875 iron ore you need 264 timber, 264 lamp oil and 12 miners
To produce 264+30=294 timber you need 117 logs and 0,6 woodcutter
To produce 117 logs you need 1 forester
To produce 294 lamp oil you need 294 linseed and 37 firewood and 0,5 worker
For flax, linseed, firewood and logs, I estimate you'll need another 0,5 worker
26-27 persons are involved in direct production, it's about 500 profit for each. You will need a number of traders, vendors and labourers to carry all these material around, there are children, students and not producing professions to support. You need to produce building materials to expand, so this is not a very high total profit, especially compared to other easier chains like firewood, lumber, coke, lamp oil, ale.....

With the right value for tools, I hope you can increase the profit by processing iron one more step.

Thank you @Nilla they are indeed very interesting and helpful.

My own private testing of the next beta version has not been going very well. I have made it too difficult, and successfully managing early game is proving very hard for me. But, it will still be quite a bit more difficult for players as I will still be increasing the cost of producing charcoal/coke, also the cost of smelting and (slightly) increasing the fuel usage by citizens. Though to compensate, the value of many of the industry produced goods will be significantly increased, in some cases more than 500%. So yes higher profits will be attained from smelting and making tools. This will also make it very expensive to buy these items, as the products you list have not been increased in value, but some have been decreased (apart from ale).

I was going to expand the gold part of the mod with the activation of the placer mines and a few other buildings which have been sitting dormant, but will leave this to the following update as their additions are not helping me get the right balance for the mod.

If I can get a good balance, I will hopefully release v.04 in the next day or so.

Offline Nilla

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Re: DS Industry Mining - BETAv.03
« Reply #76 on: August 05, 2019, 03:51:10 AM »
Iīm looking forward to trying the next version. :)

Offline Discrepancy

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Re: DS Industry Mining - BETAv.04
« Reply #77 on: August 11, 2019, 12:27:41 AM »
updated to BETAv.04


BETAv.04 sees large changes in the economy, a few small fixes and other tweaks. Smelting is now a lot more profitable, same as tool manufacturing. Most introduced production chains have had changes in their value, create and inputs, see change log for all the details.

The charcoal piles and the bloomery smelters have been altered to match their production changes. This included the renaming/deleting/adding of different files so is not save-game compatible.

Citizens will now use 105% of the fuel they would normally use in standard banished, this, with the increase in cost to make charcoal or firewood will require you to put a lot more resources into this production than you would have previously.

There is also an increased penalty to work without a tool. And with the high construction costs of many of the industry buildings, charcoal piles and bloomery smelters, it is important to start your production of tools as soon as possible.

The Clarence Silver Mine was not correctly operating in the last update. A fix has been put in place and this has required the removal of the chance to extract Gold from the mine. The introduction of more Gold production will be in the next update.



BETAv.04 - beta update: fixes and minor update   -- 20190811  |  .zip = 125mb (128,510kb)   .pkm = 211mb (216,836kb)
        - fixed issue of Clarence Silver Mine not storing/using input resources correctly, this has meant the removal of the chance of mining Gold.
        - fixed incorrect limit spinner in Clay & Sand Quarries.
        - fixed incorrect work button texts at Worker's Construction Yard.
        - fixed/changed the disease/illness notifications to better match new illnesses.
        - increased the work time of the Thadd Surrel & family: Timber-mill.
        - increased the work time of making oil at the Thadd Surrel & family: Press Shed & Oil Kiln.
        - increased the storage capacity of the Smith's Hearth.
        - increased the work time and work required of the standard banished CutterYard.
        - increased the work time of the standard IronMine.
        - increased spawn chance at map load of stone resource.
        - increased the production speed of the blacksmiths: Smith's Hearth, Anvil Workshop, Blacksmith, Thadd Surrel & family: Blacksmith.
        - adjusted the trade boat deliveries at the standard TradingPost.
        - adjusted the map sand resource to not spawn into too deep water.
        - adjusted the size (made smaller) of the UI panel for the Thadd Surrel & family: Mining Overseer's Office.
        - adjusted the following resources value & create variables:
                 Beeswax value=2, Bricks create=5/8, Bronze value=38, Candles value=5, Charcoal value=7 create 34/55, Clay value=3 create=3,
                 Coal value=3, Coke value=8 create 34/55, Copper value=30, Copper Ore value=4, Copper Tools value=24/*26/*^28, Flax value=1,
                 Glass value=15 create=2/3, Hardened Tools value=36/*38/*^40, Iron value=34, Iron Fittings value=5 create=8-10, Iron Ore value=4,
                 Iron Tools value=28/*30/*^32, Lamp Oil create=6/7, Lime value=5 create=5/8, Linseed create=18, Logs create=4, Pottery value=8 create 3/4,
                 Roof-tiles create=5/8, Sand value=2 create=5, Steel Tools value=32/*34/*^36, Stone value=12 create=2-3, Tallow value=2 create=3/4,
                 Tin value=36, Tin Ore value=5, Tools:Fisherman value=6, Tools:Hunter value=6, Tools:Stonemason value=8,
        - adjusted the following resource production chain inputs:
                 Anvil 1 iron + 1 log + 1 metal-fuel, Bricks/Roof-tiles 8 clay + 1 metal-fuel, or 5 sand + 2 lime + 1 metal-fuel,
                 Charcoal 21 logs, Coke 21 coal, Copper Tool from ore 8 copper ore + 1 log + 5 firewood,
                 Glass 15 sand + 1 metal-fuel, or 10 sand + 1 lime + 1 metal-fuel, Glassware 18 sand + 1 metal-fuel, or 15 sand + 1 lime + 1 metal-fuel,
                 Lime 1 stone + 5 coal or firewood, Pottery 4 clay + 1 metal-fuel, or 2 sand + 1 lime + 1 metal-fuel,
                 Wagon Parts 3 log + 1 iron, or 3 log + 3 iron fittings, or 2 timber + 3 iron fittings,
        - altered the Charcoal Piles to match change in production, now made from piles of: 42, 84, 105, 147, 210 or 315 logs.
        - altered the Bloomery Smelters to match change in production, from ore/charcoal/clay quantities: 25/10/13, 40/16/13, 55/22/13, 65/26/13, 75/30/13, 90/36/13, 105/42/13.
        - copper and iron Bloomery Smelters are now separated into their own individual menu's.
        - altered the DS toolbar menu icon for Firewood & Charcoal production.
        - removed Ores & Minerals from storage at Industry Barns (Thadd Surrel and Glass Maker).
        - improvements to the Worker's Construction Yard building model.
        - Health/Happiness and citizen changes:
                 - increased the chance of disease/illness in the unhealthy, and from nomads with lower populations.
                 - changed the duration of disease/illness to approx. 1-3 weeks.
                 - increased the fuel usage of citizens (105% of normal).
                 - increased the penalty for working without a tool.
               -- reduced the time disease/illness is present when trader visiting at standard TradingPost & Thadd Surrel & family: Trade Merchant.
               -- increased the chance of disease at the standard TradingPost.
               -- reduced the chance of disease at the Thadd Surrel & family: Trade Merchant.
        - added more illnesses and diseases: Biliousness, Diarrhea, Endocarditis, Scrofula.
        - added saw audio effect to the Thadd Surrel & family: Timber-mill.
        - added water spray particle effect to the Thadd Surrel & family: Timber-mill.
        - various text and tooltip additions and changes to the DS Info/knowledge-base panels.
« Last Edit: August 11, 2019, 12:31:03 AM by Discrepancy »

Offline Nilla

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Re: DS Industry Mining - BETAv.04
« Reply #78 on: August 11, 2019, 02:45:03 AM »
Looks interesting. :)

Offline pappa

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Re: DS Industry Mining - BETAv.04
« Reply #79 on: August 11, 2019, 08:53:17 AM »
Looks promising your mods are very unique.

Offline Discrepancy

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Re: DS Industry Mining - BETAv.04
« Reply #80 on: August 27, 2019, 04:34:10 AM »
I'm into the last stages of testing the new beta, once again it has been a lot of production and number changes, but this update will see the better inclusion of Tin and Bronze, placer mining and more monuments. With these new buildings and additions it will push the file size up to 280mb.

So far there haven't been any reported bugs or faults with the last version apart from some wrong texts in tooltips.
If you know of any issues in BETAv.04 that need addressing let me know so I can include fixes before upload in next few days.
« Last Edit: August 29, 2019, 03:01:31 AM by Discrepancy »

Offline Discrepancy

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Re: DS Industry Mining - BETAv.05
« Reply #81 on: August 29, 2019, 03:01:08 AM »
updated to BETAv.05

https://i.imgur.com/JLlHivf.jpg
DS Industry Mining - BETAv.05


In this new update to DS Industry Mining, I have introduced Tin Ore onto the map, Bronze Bloomery Smelters and Bronze Tools make it a more attractive early game tool until you get your iron mines and smelters operating.

Once again there have been numerous changes in production and the economy, see change log for all the details. Overall it will be a harder experience for some players than the last version.

There is also the new additions of a single Wood Chopper for firewood, a Placer Mine for Tin Ore and Gold mining along waterways. Also a Tinsmith to make Tinware which, along with Pottery or Glassware is now required for the production of all the oils.

Iíve added 5 new start conditions giving different challenges, and some a jump-start into the industries. Two more monuments to give Spiritual and Safety happiness to your citizens.

Change Log:
        - replaced some of the worker professions with the following:
                - Char-burners are now employed at Charcoal Piles & Coke Ovens.
                - Lime-burners are now employed at the Lime ovens.
                - Potters are now employed at the Pottery kilns.
        - increased the spawn chance of Copper Ore at map load, further reduced Iron Ore.
        - adjusted the map trees; maturity is now 4 years and reseeding can occur after 2yrs (was 3.3yrs maturity, reseeding at 3yrs),
                         seed distance and spawn chance has been increased, and the maximum growth has been increased for longer living trees.
        - further adjusted the map sand resource to not spawn into too deep water.
        - Health/Happiness and citizen changes:
                - further reduced the time a citizen is immune to a disease after recovering.
                - further increased the fuel usage of citizens (110% of normal).
                - increased the detraction radius of the Smith's Hearth.
        - reduced create count of Lamp Oil, now 5-6. value to a variable of 2-4.
        - increased production input of Candles, now requires 5 Beeswax or Tallow.
        - altered production input of Lamp Oil to now also require Glassware, Tinware or Pottery.
        - altered production input of Seed Oil to now also require Glassware, Tinware or Pottery.
        - altered production input of Linseed Oil to now also require Glassware, Tinware or Pottery, removed firewood requirement.
        - reduced create count of Coal, now 4-5.
        - reduced create count of Copper, Iron and Tin Ores, now 3-5. Altered weights of ores.
        - reduced create count of Tallow, now 2-3.
        - reduced the amount of Tallow dropped at death by wild deer, and cows.
        - reduced create count of Timber, now 3-4.
        - reduced create count of Coke, now 21-34 from 21 Coal, reduced storage weight to 3.
        - reduced the value of: Copper Tools 18/*20/*^22, Iron Tools 24/*26/*^28, Steel Tools 30/*32/*^34.
        - reduced the durability of Copper Tools, 75/*100/*^125.
        - reduced the value of Pottery to 6.
        - altered production input of Tools:Fisherman made with copper, now requires 3 logs.
        - altered production input of Tools:Hunter, no copper, now requires bronze instead and 3 logs.
        - reduced the amount brought to trader of: Almonds, Beeswax, Flax, Hazelnuts, Lamp Oil, Lime, Linseed, Pistachio, Seed Oil, Stone.
        - increased the amount brought to trader of all the coins: Farthing, Halfpence, Silver Groat, Quarter Noble, Half Noble, Noble.
        - altered production input of Farthing coin, now 1 Copper.
        - altered production input of Quarter Noble coin, now 1 Gold + 2 Copper.
        - altered production input of Half Noble coin, now 1 Gold + 2 Bronze.
        - altered production input of Noble coin, now 1 Gold + 1 Bronze.
        - reduced the create count of the Halfpence coin to 13, removed the inclusion of Copper in their production.
        - increased the production time at the Coke ovens.
        - increased the production time and work required at the Lime ovens.
        - increased the production time of the Smith's Hearth and the Anvil Workshop.
        - increased the production time of the Thadd Surrel & family: Flax Weaver.
        - reduced the production time of the Water-powered Blast Furnace and the Thadd Surrel & family: Blast Furnace.
        - removed the ability to forge Copper and Iron at the Smith's Hearth and Blacksmith.
        - improvements to the button sprites for collection of ores, sand and clay.
        - improvements to the models of the Sand and Clay deposits on the map.
        - replaced the Firewood, Iron, Log and Stone resource models with the BetterStockPiles models.
        - increased storage capacity of the Assayers Office, increased worker count to 2.
        - altered the Thadd Surrel & family: Trade Merchant. Now known as the goods buyer, boats will buy all resources with payment of coins, gold & silver.
        - added Thadd Surrel & family: Trade Merchant, purchase office building, where you can trade for goods with your coins, gold & silver.
        - added Assayers Coin, Gold & Silver Storage add-on building.
        - added uncovered version of Thadd Surrel & family: Well.
        - added Tin Ore deposits to the map, and collection menu button.
        - added a Placer Mine building for Tin Ore and Gold mining along waterways.
        - added Thadd Surrel & family: Tinsmith building.
        - added Tinware resource, crafted goods & utensil limit.
        - added Flax to the list of crops that you can start a game with.
        - added five new start conditions based upon the new industries and buildings.
        - added three more Storage Yard options: Iron & Metals, Building Materials & Logs, Fuels: Household.
        - added Bronze Bloomery Smelters.
        - added Bronze Tools, value of 20/*22/*^24, durability 90/*115/*^140.
        - added Wood Chopper, 2x2 single woodcutter, firewood from logs or timber.
        - added the Monument of Thor (based on Eyrarland statue), giving spiritual and safety happiness.
        - added the Monument of Vulcan, giving spiritual and safety happiness.
        - various menu text and tooltip changes, fixes and additions.
        - various changes and additions to the DS Info/knowledge-base panels.


Offline taniu

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Re: DS Industry Mining - BETAv.05
« Reply #82 on: August 29, 2019, 03:23:43 AM »
@Discrepancy ;D ;D ;D
thank you very much for the update - Beta 5. I have a question how this mods - will it work with mods RK Rise of the Pharaoh? or with RK Editor Choice? Cordial greetings

Offline Discrepancy

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Re: DS Industry Mining - BETAv.05
« Reply #83 on: August 29, 2019, 03:31:13 AM »
To be honest I'm not really sure. They have a few differences in the limits and perhaps even the resource file names, there is big differences in values and production but most elements may still work. best way would be to try it ;)

Offline taniu

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Re: DS Industry Mining - BETAv.05
« Reply #84 on: August 29, 2019, 03:56:47 AM »
@Discrepancy :D You are right - this is an "industrial" mod - I will test it in this respect - but I was thinking about exchanging goods with Egypt  :P :-[- maybe you will add something that will allow this exchange - the future? - what do you think - I like fashions that complement each other to some extent. Greetings

Offline MarkAnthony

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Re: DS Industry Mining - BETAv.05
« Reply #85 on: August 29, 2019, 07:54:44 AM »
I must say you are doing some really great work with DS Industry Mining @Discrepancy .

Are you still suggesting the use of all your other mods (except for Blast Furnace) along with BETAv.05 for testing purposes or is there a different subset you would prefer for us to use?
Sometimes itís the very people who no one imagines anything of
        who do the things no one can imagine.

Offline brads3

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Re: DS Industry Mining - BETAv.05
« Reply #86 on: August 29, 2019, 07:57:59 AM »
@taniu  thank you and NILLA for all your testing. unless someone finds an issue, i think my next map will be an industrial city with the RK EC and DS mods. 

Offline MarkAnthony

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Re: DS Industry Mining - BETAv.05
« Reply #87 on: August 29, 2019, 08:45:32 AM »
Good morning Brad.

I did that RKEC & DS combo with DS Industry Mining v.03. I had to put DSIM above RKEC because DSIM changes Limits so much. And also at that time, DS Timber Mill needed to be above DSIM so that's why you see DS Timber Mill above RKEC also. At the time of August 01, 2019 this ModMan image below shows my setup. Things have changed since then of course, so the mod order would have to be different now. The image below also didn't include DS Log Cabins which didn't exist at the time.

EDIT: Looking at this older image, I no longer use that Tombstone mod, it doesn't work or at least I could never get it to work.  It was supposed to allow you to use the Remove Resources tool to remove tombstones if you had to delete a cemetery.

I also would advise against using the DSCharcoalPatch. It was a patch to change Charcoal's flag to an Industrial Fuel. I found it harder trying to find something that would store the Charcoal after that point and RKEC's Blacksmith refused to use the Charcoal.  I guess this patch was more for people who used CC which I never do. The reason I wanted to use the charcoal patch is I wanted my charcoal and coal stored in the same place. I don't recall if that ever worked out the way I had hoped.
« Last Edit: August 29, 2019, 09:01:02 AM by MarkAnthony »
Sometimes itís the very people who no one imagines anything of
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Offline brads3

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Re: DS Industry Mining - BETAv.05
« Reply #88 on: August 29, 2019, 09:23:57 AM »
based on what i see of the limit flagsthey are mostly the same. the charcoal as you said is different. some precious items are different also.glass i believe is construction in RK or raw material so that will be different.DS doesnt have fabrics,so they will stay at custom 2.

      now to work around all that,you use the same mod to produce the items needed so if you need glass for RK windows, you use the RK glass maker. i will probably use the my precious mod and therefore swap the precious back to textile limit.

Offline Nilla

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Re: DS Industry Mining - BETAv.05
« Reply #89 on: August 30, 2019, 01:40:01 AM »
Again; thanks for all the work. The changes look interesting. I will try it as soon as I come to play a bit of Banished. Something called "life" is a bit stressful at the moment but I hope it will calm down soon.

 

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