Author Topic: New Medieval Town v 1.1b  (Read 67902 times)

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Offline Idle Work Team

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Re: New Medieval Town v 1.1b
« Reply #135 on: August 24, 2015, 11:40:25 PM »
Hello, could you tell me how to achieve multiple products in one building, like your apiary has honey and beewax at same time?

Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #136 on: August 25, 2015, 02:07:52 PM »
my apiary only have honey, no beewax
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Offline rkelly17

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Re: New Medieval Town v 1.1b
« Reply #137 on: August 26, 2015, 07:18:25 AM »
The Colonial Charter apiary is the one that does honey and wax. @RedKetchup, don't your dairy and bakery do multiple products?

Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #138 on: August 26, 2015, 07:23:10 AM »
yes
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Offline assobanana76

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Re: New Medieval Town v 1.1b
« Reply #139 on: August 31, 2015, 01:17:49 AM »
here the error


hmmm dx9 error that is rare.
have you tried dx11 ?


if you enable CC:NF and NMT alone ? these bigs 2 mod without the fountain mod ?

I do not know much about video card .. so that my video settings of Banished are completely random .. but I know that I have a GeForce 210 DirectX 10 .. say that it can work with DirectX11?
What is the difference between 9, 10 and 11 ??
of these things, please, you talk to me like you would speak to a child  ;D
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!! :)

Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #140 on: August 31, 2015, 01:33:01 AM »
 it's newer, works different, and can do more, better, more efficiently

the gf 210 cant go further than 10.1 , i just read


« Last Edit: August 31, 2015, 01:45:35 AM by RedKetchup »
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Offline assobanana76

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Re: New Medieval Town v 1.1b
« Reply #141 on: August 31, 2015, 01:58:53 AM »
it's newer, works different, and can do more, better, more efficiently

the gf 210 cant go further than 10.1 , i just read
then it means that if I Set DirectX11 will not work?
or it will work like 9?
tonight I try DX11 with, in order of loading, NMT-DC-FM and see what happens ..
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!! :)

Offline Tilleen

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Re: New Medieval Town v 1.1b
« Reply #142 on: September 20, 2015, 02:28:21 PM »
I really like the market buildings, although for some reason they are not getting enough grain and fruit into them. I think it is because some are on the other side of the map to the farm land, and it is too far to walk. But they are near the port so they are now getting food that way.

Do any of the market building supply herbs? I have never seen any in them, but then when I do buy herbs, my entire population walks to the warehouse where they are.
Thanks.

Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #143 on: September 20, 2015, 03:31:08 PM »
Do any of the market building supply herbs? I have never seen any in them, but then when I do buy herbs, my entire population walks to the warehouse where they are.
Thanks.

yeah i need to so something about the herbs... thanks for the reminder :)
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Offline chillzz

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Re: New Medieval Town v 1.1b
« Reply #144 on: September 20, 2015, 03:39:44 PM »
yeah i need to so something about the herbs... thanks for the reminder :)
Pharmacy / Apothecary  right ?
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Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #145 on: September 20, 2015, 03:41:28 PM »
yeah i need to so something about the herbs... thanks for the reminder :)
Pharmacy / Apothecary  right ?

gonna check first if i can provide a storage to the actual Medieval Apothecary :)
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Offline chillzz

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Re: New Medieval Town v 1.1b
« Reply #146 on: September 20, 2015, 03:44:10 PM »
gonna check first if i can provide a storage to the actual Medieval Apothecary :)
something like tavern ? production + storage.
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Offline liberty

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Re: New Medieval Town v 1.1b
« Reply #147 on: September 20, 2015, 04:03:41 PM »
Id Love corner House?

Offline RedKetchup

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Re: New Medieval Town v 1.1b
« Reply #148 on: September 20, 2015, 05:09:50 PM »
gonna check first if i can provide a storage to the actual Medieval Apothecary :)
something like tavern ? production + storage.

kinda a bit but.......

i succeed to make it store there, but , as soon as i ask to store there... they stop to roam around and just stay idle.
if for example i have another one, a real herbalist hut, they work and roam around and has a real production window and the herbalist of harbalist hut go to the apothecary hut and go stock there. that part is working fine. but the herbalists of the apothecary just idle.
looks like or i make them roam around and harvest herbs, or i make them store and idle.

but at least, even if they store and idle, people still go there , take 1 herb, and make an infusion and get their 1/2 heart. (they dont have to go to the barn or market, take an herb , and then go at apothecary). herbs are already there and they take those.

the difference with tavern, they consume produce (take fruits and make ale), herbalist though should roam around and find herbs on the ground.
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Offline Tilleen

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Re: New Medieval Town v 1.1b
« Reply #149 on: September 20, 2015, 05:19:40 PM »
So does that mean that you need 2 buildings.

An Apothecary to do the minimal healing, and minimal searching for herbs and a Herb market, that sources from warehouses and stores the herbs.

If that is the case, I think I would just store them at the Fruit market.

 

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