Author Topic: DS Industry Mining - BETAv.05  (Read 4255 times)

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Offline brads3

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Re: DS Industry Mining - BETAv.05
« Reply #105 on: September 06, 2019, 09:14:29 AM »
i want to bring this note here. and other players can debate this. 

charcoal is set to the firewood limit. i don't like that.i'll tell you why based on experience. with the charcoal and firewood on the same limit,you run a risk of hitting the limit with 1 and shutting down the other. in this case, i hit the limit without even starting the kiln. if i hit the limit with charcoal,the choppers will stop cuitting firewood. this was found with using RED's fodder mod long ago. you can block a chain from functioning with all of a production chain being under 1 limit flag. if the charcoal was under the industrial fuel flag, the backup would be avoided.

      i realize my way would stop houses from using the charcoal. since i don't use charcoal very ofteni won't say how CC or RK has it flagged. i think usually by the time i bring charcoal to a map,the bannies are using firewood more steadily than in early game. since i just started working with the DSIM, there may be other fuel options for the ore processing that i have not noticed yet.

Offline Nilla

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Re: DS Industry Mining - BETAv.05
« Reply #106 on: September 06, 2019, 11:41:16 AM »
Charcoal isnīt in the firewood limit. If you have it that way, your mod mixture must trick you somehow. It can, however, be used as a household fuel. Thatīs right and pretty annoying if you donīt pay attention and run low on firewood, your Bannis will fire all the precious charcoal away. But as you might know, I like such difficulties.

Offline Discrepancy

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Re: DS Industry Mining - BETAv.05
« Reply #107 on: September 09, 2019, 12:18:09 AM »
I had a question about the happiness system. On the structures that have a negative happiness detractor on them, is that for only when they are in operation, so only when they are working they are making people unhappy? Or do they make people unhappy just by their presence regardless of whether they are operational or not?
Some buildings will function like this, others will not. I will add a description to the buildings in the next version.


@brads3 the Charcoal in DSIM is limited to Fuels: Metallurgical (Custom3) so @Nilla is correct in that it is something in your load order that is doing this.
Though Charcoal is also flagged as a fuel (Custom3 | Fuel), the resource will limit to the first flag but allow use in homes due to including the second flag, but it should not be limiting to the Household fuel limit.

:)

Offline brads3

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Re: DS Industry Mining - BETAv.05
« Reply #108 on: September 13, 2019, 10:44:35 AM »
not sure if this was mentioned so i'll ask. what is your plan with some of the menus? the mine overseer menu is very small and only the inventory. your mod altered the mini townhall menu. it is narrower so the production menu is scrollable sideways. i'm playing ahead of my blog so will have more in a few days.nothing major just little things. i figure you had a reason for the menus, just curious as to what your thinking was?

Offline MarkAnthony

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Re: DS Industry Mining - BETAv.05
« Reply #109 on: September 13, 2019, 11:52:58 AM »
The Overseer's window is just an Inventory window so we don't have to struggle with tons of stockpiles and barns to see what we got; to get the full "town hall" style UI you need to build the other building that goes with this, I forget the name since I am not in DSIM right now.
Sometimes it’s the very people who no one imagines anything of
        who do the things no one can imagine.

 

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