World of Banished

Sightseeing => Village Blogs => Topic started by: irrelevant on September 08, 2019, 01:14:40 PM

Title: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 01:14:40 PM
This isn't going to be very detailed, as there really isn't much wisdom at this point I'd be able to add to what @Nilla and @MarkAnthony have already done. I just want to briefly document my town's progress so far.

Image 1: Year 5 - spend most of the game to this point figuring out the new and unfamiliar paths for iron and bronze. Some fun stuff here.

Image 2: Year 8 - discovered the Jetty and Bridge toolbar with its forge and glassmaker. Being able to make iron directly from ore is far preferable to building bloomery smelters. Not only less fussing around but more important far less wasteful of iron ore.  Just need to have tons of firewood, which is always my #2 priority in any case. And glass is needed for much of the construction that will be coming in a few more years. But I am surprised that charcoal is not an option as a fuel.

One thing that's puzzling me is why the professions panel shows that I have 16 builders' slots to fill. I've looked all around and I don't have anything much under construction, just the Byggen Town Doctor in this image.

Image 3: forest group. Just built the herbalist, seems to give a bigger health boost than it does in vanilla, but it hasn't been operating for very long.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Nilla on September 08, 2019, 01:30:10 PM
Do you have any charcoal piles or bloomeries under construction or demolition? I can at least see one. They occupy builders.

And yes, the jetty construction buildings are helpful. I used them in my first DSIM game too.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 01:45:01 PM
I figured it out, I had about half a dozen fuel carts all built on top of each other. It's fixed now.

My guys keep going back to the herbalist, gaining about a heart or so each time. That certainly was unexpected, after how useless the herbalist is in vanilla.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: MarkAnthony on September 08, 2019, 01:53:04 PM
Late to the thread here since I just finished my last post. After reading your issue with mystery build projects I was also going to ask if maybe you had some DS Wagons set down waiting to be built - that tripped me up before since I wasn't able to see them, I didn't know they existed.

Seems it was. =)
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 02:07:58 PM
Well, this should be interesting. I built my housing too slow, and I'm heading for a big die-off. It's been forever since that's happened to me. Going to be down to just two three ladies of child-bearing age, with five six guys for them, and a bunch of old farts. Oh well, at least there will be plenty of infrastructure and resources for them as they come back up. ;D

Building a stone mine while I still have the workforce to do it.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Nilla on September 08, 2019, 02:59:38 PM
My advice: CLOSE THE HERBALIST. ALL THIS WALKING AROUND MAY COST UP TO 90% OF YOUR PRODUCTION!!! (Or maybe not that much since your settlement is still small) They will soon lose that heart again and be back at the herbalist. A never-ending loop. Read my report on Marks thread!
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 04:25:08 PM
@Nilla  yeah, I don't really see that things are much better with more hearts, although the lower chances of death in childbirth seems compelling. But there is no way I am ever going to get back up to five hearts or even four.

What is even the origin of this loss of health? All that is missing from their diet is grain....
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 05:03:27 PM
Anvils seem to be pretty good for trade. Anything made from iron, really, iron fittings, stonemason tools.... And firewood is not bad even at 2, you can get 30 firewood from 4 logs if you turn it into timber first.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 05:06:37 PM
Is bronze useful for anything other than making tools?
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: brads3 on September 08, 2019, 05:27:30 PM
Quote from: irrelevant on September 08, 2019, 04:25:08 PM
@Nilla  yeah, I don't really see that things are much better with more hearts, although the lower chances of death in childbirth seem compelling. But there is no way I am ever going to get back up to five hearts or even four.

What is even the origin of this loss of health? All that is missing from their diet is grain....

from what i read, the variety of food makes a difference. so not just 1 veggy and 1 meat but different types. i think their workplaces have a bigger affect too.

     the others say it doesn't matter to production. to me that would be odd. i would try to have it drop slower. they seem to et it drop to 0 quick.
i am sure i have a mod holding my health higher. i'm down a heart and a half. i do have the ability to gather a variety of foods and have had some wild oats. my bannies do collect herbs in fall. so even without an herbalist they are stocked.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 05:33:21 PM
Built a Thompson seed dock, the first merchant brought wheat seeds, ordered flax. We'll see if that helps. A nice stack of anvils goes far in trading.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 05:39:00 PM
Year 12: overview
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 08, 2019, 06:42:22 PM
Quote from: MarkAnthony on September 08, 2019, 01:53:04 PM
Late to the thread here since I just finished my last post. After reading your issue with mystery build projects I was also going to ask if maybe you had some DS Wagons set down waiting to be built - that tripped me up before since I wasn't able to see them, I didn't know they existed.

Seems it was. =)
Funny we both did the same thing! ;D
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Discrepancy on September 08, 2019, 11:22:32 PM
Thanks @irrelevant ,

I have not yet made any changes to the Jetty & Bridge mod (or others) to allow the use of resources that are added in this mod. I may look into doing this in the next version.

Currently Bronze is not being used for much but the tools and in the construction of some limited monuments and buildings.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 09, 2019, 05:54:10 AM
@Discrepancy  okay, thanks for the reply.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 09, 2019, 05:07:27 PM
Struggling mightily with my pop die-off, but I think I've turned the corner. Got a workable mix of youngsters coming up. Needed a second cemetery cause the codgers are all croaking at pretty much the same time.

@Nilla look! Orchards! ;)

@Discrepancy So I just bought flax seeds, and built a Jetty Tailor, thinking that there I'd be able to make warm coats with leather and linen; nope! I see I can turn flax into linen at the Flax eaver, but I cannot for the life of me find a production building that uses linen for anything.

eta: Aha! Bryggen Town Tailor?

eta: grr, only from linen + wool!
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Nilla on September 10, 2019, 12:43:16 AM
If you have read what DS wrote yesterday in my thread, you would have known that other kind of clothes will come in the next upgrade. :)
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 10, 2019, 02:59:38 AM
I did read it, but I guess since I hadn't yet gotten to the point where I was wanting to make warm coats, it did not click. At that point I was more occupied by having made such a noobie mistake as forgetting to build houses. :)

Livestock trader it is, then!
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 10, 2019, 07:05:14 AM
Last night I discovered the Builder's Workyard or whatever it's called. Wish I had found that one earlier; being able to make glass, iron fittings, bricks, roof tiles, lime, and timber all in one spot is huge!

And @Nilla I'm sure you probably mentioned this producer at some point as well, but the thing is, until I get to the point in my own game where something becomes relevant, discussion about it by someone else is a bit academic. Same as with the tailors above. Without a personal reference point of some kind to catch on, information can be difficult to retain. For me, anyway. 

This is why I wanted to build my own DS Industrial town, you and @MarkAnthony were discussing so many different things that sounded so interesting, but I was unable to really understand them because I had no frame of reference for them.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 10, 2019, 06:06:40 PM
I've just about clawed my way back up out of my screwup. Year 20, pop 33, that's got to be a record for me! But there's 8 girls and five boys (and plenty of slots for more of each) ready to build the next generation, and then I'll get on with business.

With wheat available, it didn't take long to get back up to full health.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 10, 2019, 07:41:41 PM
I love the look of these stockpiles!! :)
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: brads3 on September 10, 2019, 07:53:15 PM
Quote from: irrelevant on September 10, 2019, 07:41:41 PM
I love the look of these stockpiles!! :)

i second that. those are awesome
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Nilla on September 11, 2019, 12:25:40 AM
Wow! Full health with DSIM! I never had that. Well done. Have you looked at the health of your vendors and traders? Am I the only one who have issues here? Or have you actually succeeded in having all categories of food in every store?
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 11, 2019, 04:13:17 AM
@Nilla Yes, almost everyone has full health, but this town still is very small, only 11 houses, two barns, and a couple of carts. Everything is right there. The are only two vendors and a single trader.

Image 1: this is the whole town, except for the forest group and the mines. You can see there is tons of food, and I am very mindful of doing what I can do to keep a balance in stock.

Image 2: the only guy I found with less than full health was this stonecutter who works way out in the sticks.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: brads3 on September 11, 2019, 07:40:11 AM
congrats on the heath accomplshment.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 11, 2019, 11:42:49 AM
@brads3 thank you.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 11, 2019, 04:03:06 PM
@Discrepancy I notice my guys have linseed in their homes. Is it a food? What type?
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 11, 2019, 05:23:43 PM
Interesting, each tree in an orchard gives 4 logs when it is cut.
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: irrelevant on September 11, 2019, 06:07:53 PM
Stonecutting seems to be far more detrimental to a worker's health than mining. The miner has been working all year, and the stonecutters just started a month or two ago. All were 5 hearts prior to their current assignments. Is this possible, or is it just random?
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: brads3 on September 11, 2019, 06:40:39 PM
you may be on to something. i checked some workers today. i think there job and house have an affect on the health. the construction yard worker i thought would have been lower, but he was living in a Fulbert house. his heath was better than others who lived in cabins. 
Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Nilla on September 12, 2019, 12:25:56 AM
I think linseed are protein; as far as I remember, the Thomson Trader for proteins bring some, but I'm not quite sure.

I haven't noticed any influence of stonecutting on health, but on the other hand, I normally don't need so much stone, so the quarry isn't run as much as mines and many other sites and I may not have watched careful enough. As you may have seen in my blogs, I have only noticed general health drop by professions that work on larger areas, away from home; primarily traders and vendors. But that has nothing to do with the profession; only the behaviour of this person. As far as I see; the only thing that's affecting health is food; all food categories, one of each for every meal. If one category is missing once; they lose hearts. Herbs may improve it, at least temporarily but I have seen nothing else make an influence.

But @Discrepancy is clever and I know, he wants to test other things as well, so I'm not sure.

Title: Re: Irrelevant: Ferrumton - DS Industrial
Post by: Discrepancy on September 12, 2019, 01:09:31 AM
Yes, Linseed is an edible protein.

That is an interesting observation @irrelevant , I have not made any changes that alter health by a particular profession, so I am not sure what the cause would be. It could be similar to what Nilla is saying in that they might miss out on a food category every now and then. The difference between the mine and quarry production sites is perhaps influencing how the workers idle and pickup their food. Mining is a relatively short worktime and high work required, whereas stonecutting is the opposite; long worktime and minimum work required. I'm doing a test right now but it is too early for me to confirm if this might be the cause yet.

Thanks everyone for all the comments and testing :)