World of Banished

Conversations => General Discussion => Topic started by: MissyHissy on March 23, 2019, 11:00:01 AM

Title: No nomads for 60+ years?
Post by: MissyHissy on March 23, 2019, 11:00:01 AM
Hi there.
My mum and I both play Banished and we recently got back into it after discovering mods on the Steam Workshop.
My mum started up a new game a couple of days ago. She's got the town hall, market and trading post and had two or three sets of nomads show up as normal. She turned the third lot away because she hadn't got the resources to support them.
Since then, no more nomads. It's been around 60+ years in game and no sign of them at all. Does anybody have any idea why that could be? Everything else is going fine but she's struggling with labour at the moment and an injection of nomads could really help out.

Any help is very much appreciated  :)
Title: Re: No nomads for 60+ years?
Post by: RedKetchup on March 23, 2019, 11:09:46 AM
she needs to make sure, there is no parts of the map which we cannot access with a bridge. maybe she was bad lucky and they spawned on that particular piece of land and they have no way to get to the townhall. thats the only explanation i can give you because all other things would be illogical.
Title: Re: No nomads for 60+ years?
Post by: smurphys7 on March 23, 2019, 11:11:21 AM
Here's some info from the moddable files:

TownHall.rsc

   int _requiredPopulation = 8;
   ComponentDescription _requiredStructures
   [
      "Template/Market.rsc"
      "Template/TradingPost.rsc"
   ]

   float _minGroupPercent = 0.05;
   float _maxGroupPercent = 0.15;
   float _timeDelayMonths = 24;
   float _timeDelayMonthsTol = 48;
   int _arriveMinMonth = 1;
   int _arriveMaxMonth = 3;
   int _leaveMonth = 7;

Perhaps bad luck?

Perhaps there is no path from the border of the map to the Town Hall?

Perhaps you need to make more sacrifices to the Banished gods?
Title: Re: No nomads for 60+ years?
Post by: RedKetchup on March 23, 2019, 11:16:36 AM
Quote from: smurphys7 on March 23, 2019, 11:11:21 AM
TownHall.rsc

   int _requiredPopulation = 8;
   ComponentDescription _requiredStructures
   [
      "Template/Market.rsc"
      "Template/TradingPost.rsc"
   ]

this code is for the vanilla townhall. Mods can edit it differently. like in RKEC, since we have tons of market available, i took out the market of it. only need the trading post.
the Docks Townhalls in RKEC ask just for the Dock Market. The Lighthouse ask nothing.
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 24, 2019, 02:55:53 AM
Thanks for the speedy responses! We've looked at her map this morning and there is a large piece of land in the south that was cut off bu a lake, stream and river. She's built a bridge so now we'll wait and see! Thanks for your help  :)
Title: Re: No nomads for 60+ years?
Post by: Abandoned on March 24, 2019, 05:26:32 AM
@MissyHissy A quick tip regarding nomads.  I have may times had a problem with nomads not making it to town.  When nomads arrive on the map there is a little blue tent notification symbol that appears on the toolbar for a short time.  If nomads do not arrive in town you know they are stuck somewhere. They do not always arrive in the same place. If you accept them, you can find where they are and must build bridges quickly in that direction or they will die of starvation.  This is often difficult to do because of distance and multiple streams.  I have found that Kid Houseboat mod has little free-to-build ramp pieces to connect boat to shore and these pieces can easily be placed on distant streams to get bannies across.  (Main river should have normal bridge for boats to pass but ramp pieces are easily removed by one click)  Hope this helps  :)
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 24, 2019, 05:56:37 AM
@Abandoned Thanks for that tip! She hasn't had the blue tent notification at all since the last lot she had to turn away. I assumed the notification only came up once they'd made it to the town hall.

It's been five years since the bridge was built but nothing so far (she's using a realistic aging mod and the nomads come approximately every six years with that one) but fingers are still crossed.  :)
Title: Re: No nomads for 60+ years?
Post by: Abandoned on March 24, 2019, 06:00:42 AM
oh, I get that notification when they are stuck - before they get to town.  I use either Kid NomadSign Complete or Nomad Well where you can chose the % of nomads you want to arrive and they arrive every year.  There is no need to build town hall or market.

I hope problem will resolve itself  :)
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 24, 2019, 06:10:20 AM
So do we. It can be so frustrating.
The Nomad Well sounds useful. I'll assume it shouldn't be used in an existing game though? Worth a thought for future games, if nothing else. Thanks for that!  :)
Title: Re: No nomads for 60+ years?
Post by: Abandoned on March 24, 2019, 06:22:51 AM
If you have Kid Tiny mod loaded than you already have nomad well  :)
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 24, 2019, 06:27:40 AM
Haven't got it installed yet, I was wondering if installing it and activating it would mess her existing game up at all?
Title: Re: No nomads for 60+ years?
Post by: Abandoned on March 24, 2019, 06:30:04 AM
 @kid1293 would have to answer that, I would probably not add it to an existing game but the nomad sign complete should be safe to add.  find it here:

http://worldofbanished.com/index.php?topic=1930.msg39182#msg39182
Title: Re: No nomads for 60+ years?
Post by: kid1293 on March 24, 2019, 06:36:52 AM
It can mess things up since she already has one one nomad attractor (town hall).
Be careful to use only one nomad attractor. It may work but it can also mean trouble.

Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 24, 2019, 06:39:11 AM
Aha, okay then. Probably better not to take the risk. She's had the town going for 120 years, I'd hate for her to lose what she has achieved.
Looks like we might have to sit this one out and wait and see. Thanks for the help, though!  ;D
Title: Re: No nomads for 60+ years?
Post by: rkelly17 on March 25, 2019, 10:12:41 AM
Quote from: kid1293 on March 24, 2019, 06:36:52 AM
It can mess things up since she already has one one nomad attractor (town hall).
Be careful to use only one nomad attractor. It may work but it can also mean trouble.

In most of my towns I use both the standard town hall and the mission church from the mission mod (I like my tequila producing area to have a Mexican vibe). Both attract nomads, though the mission does so more often and in smaller groups. When I need nomads, it is nicer to have them in smaller dribs and drabs. So far no issues. I've not used your well or the sign, but I have used the older tavern/hotel with no problems. Some attractors do have rules (e.g., no nomads attracted until a hospital built) beyond the town hall's rules. Some have no rules, according to the wisdom of the modder. Long story short: Having two attractors has never been a problem for me.
Title: Re: No nomads for 60+ years?
Post by: brads3 on March 25, 2019, 11:00:43 AM
since you had nomads before and now don't,i don't think it is a bridge layout or the nomad catcher.it is good to know that info and check it thou. i think it is luck of the map draw. a different map with the same setup might act different.not saying to start over and kill your map.but that is the easy explanation. some maps you can start and have sickness or deaths earlier than other maps.each map has some subtle differences to them.

      LUKE hardcoded a lot of ideas that modders and us players don't understand.weird or odd things happen frequently with us scratching our heads to solve and figure out.bannies have minds of their own and do things all the time different than we expect.some of these odd things LUKE built into the game.as much as they make the games interesting, they also have caused many debates. you can try changing your game play or style.doing something different or strange might affect the nomads. without seeing your game,i  can't tell you exactly what to try you might increase food,build another market or TP. whatever you think might make the town more likeable to outside people.to give them reason to come join it. build a boardinghouse? are you short on housing?

      i agree with KID that adding mods mid game can have consequences.sometimes it will work without issue ,other times it can crash. i would make 3 saves before trying to add a nomad catcher. however,you can and should build another nomad catcher that you already have installed.depending on mods you most likely have at least 2 and probably 3.
Title: Re: No nomads for 60+ years?
Post by: kid1293 on March 25, 2019, 03:26:21 PM
Thanks. I think about an old problem but if I am correct Luke fixed it.
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 26, 2019, 04:27:00 AM
Thanks for the replies, guys. It's handy to have the information here, should we need it. She's in Year 141 and still nothing although since the town has had to 'get on with it', so to speak, it's actually ended up thriving with 100% clothed and educated. So it's probably been just as well!  ;D

The luck of the map draw makes a lot of sense. We'd already noticed that some maps generate sicknesses and deaths sooner and more frequently than others. It's a bit like the starting seeds, isn't it? Hard-coded to each map. Fascinating though.


It's funny, I was going to ask about adding mods in general mid-game. I did a lot of reading when I first started using mods and discovered it's generally not advised to do so but then I spotted a thread around here somewhere, which mentioned it's often okay as long as you 'double exit'. I suppose it's a bit of a chance thing, whether it causes issues or not. Multiple backup saves sound like a good idea.  :)
Title: Re: No nomads for 60+ years?
Post by: brads3 on March 26, 2019, 05:28:08 AM
adding mods mid game is another devated issue. much depends on the mods you already have,the mod you plan to add,and why yo want to add it.if you add a mod that affects the start map,then it might load part way and not the whole mod,or it might just crash.if you load a mod that has different texture looks to the buildings, it should load. adding a mod mid game wont change what has already been loaded via another mod.it can only add to the game.

     we all have different play styles and so differing ideas and results.
Title: Re: No nomads for 60+ years?
Post by: RedKetchup on March 26, 2019, 05:30:19 AM
you will get more trouble if you try to place something at top of the list midway game than if you enable it at the end of the list. for sure.
Title: Re: No nomads for 60+ years?
Post by: MissyHissy on March 26, 2019, 11:25:43 AM
Worth bearing in mind, thanks guys!  :)