World of Banished

Conversations => General Discussion => Topic started by: assobanana76 on May 14, 2015, 04:01:58 AM

Title: Technical questions
Post by: assobanana76 on May 14, 2015, 04:01:58 AM
I open this topic (I don't know if there is a similar one) to put in lots of little questions I get every now and then while playing ..

e.g. if a citizen can choose from specialized fuel stock pile and the market which will take the firewood?

e.g. who fills the elfecutioner cart ??

and many more in the coming days!  ;D
Title: Re: Technical questions
Post by: A Nonny Moose on May 14, 2015, 05:35:30 AM
Choice of material sources appears to be a proximity thing.  Direct control over bannies doesn't seem to be in the game.

A what cart?
Title: Re: Technical questions
Post by: chillzz on May 14, 2015, 06:47:07 AM
Quote from: assobanana76 on May 14, 2015, 04:01:58 AM
if a citizen can choose from specialized fuel stock pile and the market which will take the firewood?
like a nonny moose said : proximity, but i noticed they have a slight preference for markets.


Quote from: assobanana76 on May 14, 2015, 04:01:58 AMwho fills the elfecutioner cart ?
everyone, since it's just small storage space / mini barn


if you want a dedicated worker to fill carts, try Neckcens Markarts v2.
Buildable storage carts, with workers (vendors)  filling the specialized carts (food, supplies, wood, blacksmith cart, tailor cart)
Title: Re: Technical questions
Post by: rkelly17 on May 14, 2015, 07:24:08 AM
Quote from: A Nonny Moose on May 14, 2015, 05:35:30 AM
Direct control over bannies doesn't seem to be in the game.

Indeed! The little [expletive deleted]s do whatever you least want them to do.   >:( :'(

Title: Re: Technical questions
Post by: MightyCucumber on May 14, 2015, 08:10:42 AM
Never heard of these Neckcens Markarts before... ???

Do they have a different model from the rest of the carts or the difference is just functional?
Title: Re: Technical questions
Post by: chillzz on May 14, 2015, 06:46:22 PM
http://banishedinfo.com/mods/view/626-Markarts-miniature-specialised-markets
Title: Re: Technical questions
Post by: assobanana76 on May 18, 2015, 12:33:46 AM
so .. if I put near the woodcutter only stockpile of wood and close to every house a fuel stockpile, the woodcutters settle the firewood directly under the house of the citizens and we are sure that they will prefer to take it there rather than to the market?

about the cart right now in my city does not have people who can fill the cart of Markart .. I was hoping that the cart of Elf was filled by vendors of the market...
the strange thing is that it remains empty even though I see people who commute from the cart to their home ..
Title: Re: Technical questions
Post by: assobanana76 on May 18, 2015, 01:32:44 AM
another tehnical question..
if I cut all the plants in a 12x12 square and nearby, in the years following wild plants grow back into it?
I have hope that grow back between the two roads?

(http://images.akamai.steamusercontent.com/ugc/535145240931778066/04DE7AB1FF3BD0A0986529C99EC5D79E50F7C847/)

I originally thought of putting decorative wild eternal trees then I thought it would be nice to let grow spontaneously small strips of wood ..
Title: Re: Technical questions
Post by: chillzz on May 18, 2015, 05:16:11 AM
Quote from: assobanana76 on May 18, 2015, 12:33:46 AM
so .. if I put near the woodcutter only stockpile of wood and close to every house a fuel stockpile, the woodcutters settle the firewood directly under the house of the citizens and we are sure that they will prefer to take it there rather than to the market?
Yes the woodcutter would get his wood from the stockpile near him, chops firewood, then bring it to the closest stockpile that accepts firewood. So if that one is near / underneath the houses and closest by, the woodcutter would bring it there.


But why would you do that? a woodcutter works most optimal if :
- his/her house is close by (short walks)
- wood is nearby (short walks)
- firewood can be dropped close by (short walks)
- Tools are nearby in a barn (short walks)


The more a woodcutter has to walk, the lower the output will be


Quote from: assobanana76 on May 18, 2015, 12:33:46 AM
about the cart right now in my city does not have people who can fill the cart of Markart .. I was hoping that the cart of Elf was filled by vendors of the market... the strange thing is that it remains empty even though I see people who commute from the cart to their home ..


barns are filled by all who have no job to fulfill, that means laborers and people without a current task (farmers in winter, etc)
vendors are always working, filling up their markets.


elfecutioner carts are mini barns and work exactly like a barn.
markarts are mini markets, filled by vendors, assigned to that cart / market
Title: Re: Technical questions
Post by: Nilla on May 18, 2015, 05:19:04 AM
A few plants will return, but very slowly. If you want it to happen quicker, I can tell you trick; build a forester temporarily in the area you want your plants and let him plant his trees (only planting). With the trees also the other plants will arrive. When everything you want green is green, you can demolish the forester again.
Title: Re: Technical questions
Post by: chillzz on May 18, 2015, 05:23:22 AM
yep, i agree with @Nilla . it is possible, but very slow. Good trick indeed with the forester :)
Title: Re: Technical questions
Post by: assobanana76 on May 19, 2015, 01:20:46 AM
ok .. that the fuel stockpile near the houses was only an aesthetic idea .. I was not thinking about the proper production of firewood .. (maybe because now I have an over-production of it .. probably because I have counted 70 a year but the vanilla wooden houses use less  ..)

it seemed a nice idea the stack of firewood next to the house ..
However I decided to overcome it using the small woodcutter of Kralyerg (2x2 with a limited production) is probably even more aesthetically pleasing because it will seem that every citizen of cuts his firewood next to the house piling nearby.

@Nilla the idea of the forester is brilliant !!
to cover all that area should build four .. but I think if I see that re-growth is very slow.

to understand .. the trees grow "neighbors" to other trees ..
so in theory it should grow "starting" from central "indigenous park" and spreading like wildfire?

(http://images.akamai.steamusercontent.com/ugc/535145684699873136/6D82E2287BB45E68C23B823F01384FD85E75C8E4/)
Title: Re: Technical questions
Post by: rkelly17 on May 19, 2015, 11:02:17 AM
Quote from: assobanana76 on May 19, 2015, 01:20:46 AM
to understand .. the trees grow "neighbors" to other trees ..
so in theory it should grow "starting" from central "indigenous park" and spreading like wildfire?

Not like wildfire without a "plant-only" forester. They will eventually spread by natural means, but not very quickly. In the days before @RedKetchup's "Decorative Trees" I used to build a "town forester" and staff it with one worker, plant only. Then the native forest trees did spread like wildfire within the forester's circle. I forget where I saw this idea, but it is not original to me. If you're obsessive-compulsive enough you can even end up with a single variety of tree by cutting the other varieties. Once @RedKetchup gave us a way to plant trees exactly where we wanted them, the town forester seemed like too much work.
Title: Re: Technical questions
Post by: A Nonny Moose on May 20, 2015, 09:00:36 AM
I just tried an experiment with keeping food production somewhat higher than demand.  At around 350 population level, I suddenly got a drop in production that was seemingly unexplained and found myself with general starvation in spite of having lots of fields in production, lots of distribution centres (Markets), and lots of storage.  Is there some pernicious thing in the program that insists on a crop failure crisis?  It happened over two Sim-years without warning of any kind.
Title: Re: Technical questions
Post by: irrelevant on May 20, 2015, 04:22:32 PM
What crops were you growing, in what size fields, with how many farmers? A harvest can be wrecked by late frost in spring or early frost in autumn, but much depends on how many squares you have per farmer and which crop you are planting.
Title: Re: Technical questions
Post by: assobanana76 on May 21, 2015, 02:39:52 AM
Quote from: rkelly17 on May 19, 2015, 11:02:17 AM
Not like wildfire without a "plant-only" forester. They will eventually spread by natural means, but not very quickly. In the days before @RedKetchup's "Decorative Trees" I used to build a "town forester" and staff it with one worker, plant only. Then the native forest trees did spread like wildfire within the forester's circle. I forget where I saw this idea, but it is not original to me. If you're obsessive-compulsive enough you can even end up with a single variety of tree by cutting the other varieties. Once @RedKetchup gave us a way to plant trees exactly where we wanted them, the town forester seemed like too much work.
considering the development of the forest not too slow I decided just to wait ..
although the proposal obsessive-compulsive was intriguing!  ;D ;D

(http://images.akamai.steamusercontent.com/ugc/531768175152983870/241D26ED86AEB868451C0E88E982C478197CF477/)

Quote from: A Nonny Moose on May 20, 2015, 09:00:36 AM
I just tried an experiment with keeping food production somewhat higher than demand.  At around 350 population level, I suddenly got a drop in production that was seemingly unexplained and found myself with general starvation in spite of having lots of fields in production, lots of distribution centres (Markets), and lots of storage.  Is there some pernicious thing in the program that insists on a crop failure crisis?  It happened over two Sim-years without warning of any kind.
uh .. if I translated well, this is worrying for me .. I too have an overproduction (currently 15000 food for 70 people!)
I have to start worrying?
Title: Re: Technical questions
Post by: A Nonny Moose on May 21, 2015, 07:54:00 AM
I had about 100 10 x 10 fields with multiple crops of pretty much all types.  One farmer each, and I try to keep residences close to both fields and markets.  I had five or six markets (now scrapped).

This was on a medium map, with fields and communities widely scattered.  Easy mode, mild weather, disasters off.

I wonder if I shouldn't push for even more surplus than I've been keeping.  Maybe I should make like the biblical Joseph, stick to grain and make sure I have full granaries with supply for lean years.
Title: Re: Technical questions
Post by: Paeng on May 21, 2015, 08:21:54 AM
Quote from: A Nonny Moose on May 20, 2015, 09:00:36 AMAt around 350 population level, I suddenly got a drop in production that was seemingly unexplained and found myself with general starvation in spite of having lots of fields

I have noticed that there are certain thresholds in the game - when you cross them, things seem to "accelerate", mainly noticed in food consumption. My threshold marks are (roughly) at 300, 500 and 800 population. Those are the marks where your stocks seem to just evaporate, no matter how much you have piled up (within sensible limits of course, like the 'normal' 1:110 buffer)... It has been suggested that these are points where the game sort of "re-evaluates" everything that is circulating at this point, and afterwards presents you with a freshly "updated" situation - which may just be impacting your efficiency (and stores) for a while...



Quoteif I translated well, this is worrying for me .. I too have an overproduction (currently 15000 food for 70 people!) I have to start worrying?

No, that is NOT an "over-production" (it's just double the "normal"), nor anything to worry about. You need to worry if you grow to 300 peeps without raising your food-production proportionately - then watch your 15000 "surplus" melt away like snow in the sun...  ;)
Title: Re: Technical questions
Post by: A Nonny Moose on May 22, 2015, 07:48:22 AM
I am glad it is not just me.  Good to get the "magic" numbers so as to be prepared.  I've started a new village and am planning to stockpile like crazy since there don't seem to be any drawbacks like mold or rot in the bins.  I am also planning to take growth more slowly than I have in the past.

This game is very addictive, even running as slowly as it does on my beat up old box of tricks with the poor multitasking of wine.
Title: Re: Technical questions
Post by: assobanana76 on May 25, 2015, 01:02:53 AM
Quote from: Paeng on May 21, 2015, 08:21:54 AM
No, that is NOT an "over-production" (it's just double the "normal"), nor anything to worry about. You need to worry if you grow to 300 peeps without raising your food-production proportionately - then watch your 15000 "surplus" melt away like snow in the sun...  ;)
ok! thanks!
I'll be careful!
Title: Re: Technical questions
Post by: assobanana76 on May 25, 2015, 01:05:28 AM
Quote from: A Nonny Moose on May 22, 2015, 07:48:22 AM
I am glad it is not just me.  Good to get the "magic" numbers so as to be prepared.  I've started a new village and am planning to stockpile like crazy since there don't seem to be any drawbacks like mold or rot in the bins.  I am also planning to take growth more slowly than I have in the past.

This game is very addictive, even running as slowly as it does on my beat up old box of tricks with the poor multitasking of wine.
to slow the growth I have decided to build a house every odd year of winter!
I tried playing 10x but I really can not keep up with the numbers of firewood, food, building resources and tools ..
I risked again a shortage of tools because I have raised the maximum level!
Title: Re: Technical questions
Post by: assobanana76 on May 25, 2015, 01:11:52 AM
technical question:
how do I "transfer" students and teacher in another school ??
I explain why ..
I built a school in a district 12x12 putting even a Japanese temple ..
Then I discovered that in the remaining space is fitted neatly two models of Japanese house..
and in the end I realized that even the model of Japanese school has exactly the same size Vanilla school!
so I asked me why not build the whole district with Japanese buildings ??
But this would involve the demolition of the school which houses 15 students!
I'm going to build anyway a vanilla school in another area of the city but the question is .. how and when I have to do things to prevent all students are transformed immediately in arms work?
Title: Re: Technical questions
Post by: chillzz on May 25, 2015, 03:15:56 AM
'transfer' students from 1 building to another :


- build new school
- give new school a teacher
- disable work on old school
- fire teacher old school



Title: Re: Technical questions
Post by: assobanana76 on May 25, 2015, 03:24:13 AM
Quote from: chillzz on May 25, 2015, 03:15:56 AM
'transfer' students from 1 building to another :


- build new school
- give new school a teacher
- disable work on old school
- fire teacher old school
ok! thanks!
and with the teacher will move all students, right?
but now to me is a doubt ..
if I build it away from previous, students, who will remain the same, will have to do a lot more road ..
or when I will build the new school, in the site of the old, students will go to study in the one closest to home?
Title: Re: Technical questions
Post by: chillzz on May 25, 2015, 04:22:58 AM
if there still is space, students will move closer by.
if there isn't space left at the closest school, they'll have to walk further away.
Title: Re: Technical questions
Post by: assobanana76 on May 25, 2015, 04:29:37 AM
Quote from: chillzz on May 25, 2015, 04:22:58 AM
if there still is space, students will move closer by.
if there isn't space left at the closest school, they'll have to walk further away.
ok! .. then..
I build the new vanilla school farther, I transfer all then after re-build the new Japanese school ..
waiting for the students settle in one of the two closest to their house!
thanks!
Title: Re: Technical questions
Post by: rkelly17 on May 26, 2015, 08:23:22 AM
Quote from: assobanana76 on May 25, 2015, 04:29:37 AM
Quote from: chillzz on May 25, 2015, 04:22:58 AM
if there still is space, students will move closer by.
if there isn't space left at the closest school, they'll have to walk further away.
ok! .. then..
I build the new vanilla school farther, I transfer all then after re-build the new Japanese school ..
waiting for the students settle in one of the two closest to their house!
thanks!

Once a student is in a school he or she will not change schools unless the "home" school is closed, so once the students move to the further school they will not come back to the closer school unless the further school is them closed. Same is true when a student pairs up. Even if the new house is right next door to a different school with space, the student will still walk back to the school where they started. Trying to move students around can be a bit dicey, because if there is even a moment when no school is open, they all drop out and join the work force.
Title: Re: Technical questions
Post by: assobanana76 on May 28, 2015, 04:27:04 AM
Quote from: rkelly17 on May 26, 2015, 08:23:22 AM
Quote from: assobanana76 on May 25, 2015, 04:29:37 AM
Quote from: chillzz on May 25, 2015, 04:22:58 AM
if there still is space, students will move closer by.
if there isn't space left at the closest school, they'll have to walk further away.
ok! .. then..
I build the new vanilla school farther, I transfer all then after re-build the new Japanese school ..
waiting for the students settle in one of the two closest to their house!
thanks!

Once a student is in a school he or she will not change schools unless the "home" school is closed, so once the students move to the further school they will not come back to the closer school unless the further school is them closed. Same is true when a student pairs up. Even if the new house is right next door to a different school with space, the student will still walk back to the school where they started. Trying to move students around can be a bit dicey, because if there is even a moment when no school is open, they all drop out and join the work force.
the transfer was successful although with some difficulty ..
but in the end I have 20 students equally divided ..
honestly I have not looked in such houses inhabit these guys ..
I assume going in the nearest school, but I will check ..

one thing puzzles me .. have one or two teachers did not affect the number of students!
Title: Re: Technical questions
Post by: rkelly17 on May 28, 2015, 06:07:42 AM
Quote from: assobanana76 on May 28, 2015, 04:27:04 AM
one thing puzzles me .. have one or two teachers did not affect the number of students!

That is probably a characteristic of the particular modded school. The unmodded vanilla school can take one teacher and 20 students. Mod schools have various capacities. For example, @RedKetchup's Adriana's College could hold 3 teachers and 60 students. In any case, all things being equal, citizens who reach the age of ten go to the nearest school that has unused capacity and continue there until they have accumulated the required time in school (not sure what the number is, but it takes longer the further the student lives from the school--spread school around the map). So: If you have unused capacity in all schools the students will go closer to their house with no consideration of the ultimate capacity of the school. If the vanilla school fills up with 20 students, then you may see a higher capacity school with more students, but as long as the vanilla school has less than 20 you won't see any difference except based on population spread.

By the way, if all your schools are full, at age 10 citizens go directly into the workforce and remain uneducated, so keep school capacity higher than needed at the moment.

Just my opinion: I like the look of Adriana's College, so I build one per map on the main town square. Settlements should look good. Logistically more smaller schools spread around the map mean shorter times in school for more citizens, so I build a vanilla school at every market even if I have way too much capacity for the population. Get those little Bannies to work!
Title: Re: Technical questions
Post by: Bobbi on May 29, 2015, 09:25:14 AM
I build my schools exactly the same as @rkelly17. Adriana's College in main downtown area, many little school in all rural areas, none of them at capacity, so that no one has to walk too far for their education. I believe in "quality" education, with a teacher with only a few students...in other words, get those bannies working ASAP! ;D
Title: Re: Technical questions
Post by: RedKetchup on May 29, 2015, 10:10:29 AM
but now you dont want to build a Medieval School ?
Title: Re: Technical questions
Post by: rkelly17 on May 29, 2015, 11:42:41 AM
Quote from: RedKetchup on May 29, 2015, 10:10:29 AM
but now you dont want to build a Medieval School ?

I did! I like it.  :)

Does one of the houses fit over the top? I couldn't find one to fit.
Title: Re: Technical questions
Post by: Gatherer on May 29, 2015, 11:46:21 AM
-content deleted-

Sorry, wrong thread.
Title: Re: Technical questions
Post by: chillzz on May 29, 2015, 05:45:26 PM
Quote from: rkelly17 on May 29, 2015, 11:42:41 AM
I did! I like it.  :)

Does one of the houses fit over the top? I couldn't find one to fit.

any new medieval 3rd floor house will fit above the new medieval school.

Title: Re: Technical questions
Post by: rkelly17 on May 30, 2015, 08:19:04 AM
Quote from: chillzz on May 29, 2015, 05:45:26 PM
any new medieval 3rd floor house will fit above the new medieval school.

Thanks. I think I was only looking at second floor houses. I'll try the third floor.
Title: Re: Technical questions
Post by: RedKetchup on May 30, 2015, 09:09:00 AM
yup only a 3rd floor :) i decided to make some changes. anyways , my model was 2 floor and i decided to try to make it very similar :)

(http://tiltedmill.com/medieval-mayor/images/bldg2.jpg)

Title: Re: Technical questions
Post by: assobanana76 on June 04, 2015, 04:22:25 AM
@rkelly17
you convinced me! I will download Adriana's college !!
I own a little place free next to the park and central markets!
Title: Re: Technical questions
Post by: assobanana76 on June 09, 2015, 12:09:10 AM
I'm going crazy !!
is a week, playing on Steam, when I press the F12 game crash !!
and, like a fool, it is a week that I forget to save the game BEFORE pressing F12 .. so I lose all the saves because, also, despite the settings the game does not save every 5 minutes !!
What can cause the crash ??  >:(
already I am pissed because the game does not save the screenshot without UI when click F11 as put options .. now also in the crash with F12 !! ??
Title: Re: Technical questions
Post by: RedKetchup on June 09, 2015, 12:16:34 AM
woah , thats a big problem !!
for sure it is not a mod that cause that.

i hope you will resolve your issues.
Title: Re: Technical questions
Post by: assobanana76 on June 09, 2015, 12:25:49 AM
Quote from: RedKetchup on June 09, 2015, 12:16:34 AM
woah , thats a big problem !!
for sure it is not a mod that cause that.

i hope you will resolve your issues.
and the strange thing is sometimes not the case and the screenshot does it regularly!
that's why I forget to save first!
Title: Re: Technical questions
Post by: assobanana76 on June 09, 2015, 02:08:43 AM
now I am at work.. but.. I am having an idea! can be that the crash is due to the fact that lately I am playing" not fulscreen"( because in the meantime that the city grows slowly I should I do another with the pc) ???
I generally set the number of tools maximum equal to the number of workers, calculated for excess ..
e.g. 135 workers - 140 tools etc ..
but maybe I could reduce that number by calculating how many tools are used perfectly every year ...
Title: Re: Technical questions
Post by: A Nonny Moose on June 10, 2015, 10:28:39 AM
I don't think running in window mode makes any difference, but I am not on Windows, so there could be a problem there.

Getting a faster PC with more cores might give you a small lift, but remember this is a simulation and it will eat up any machine as the number of simulated objects gets larger.  It is a drawback in this kind of program, and can't usually be solved by throwing more hardware at it.  It is like expecting to get a baby in one month using nine women.

Generally, I have a tools quota that is about double my population.  I use tools as trade goods wherever possible.  I try to set my trade goods up so that hardware gets traded for foodstuffs.  My principal trade goods are Ale, Clothing, Wool (if I have lots of sheep), and Tools.  If I have a considerable surplus of other raw materials, I will trade them but not so as to cause a shortage in my building nor manufacturing.

On another topic: Is it possible for one of these towns to become self-sustaining?  If the number of deaths balance the number of births and the population is large enough to train workers and keep things going, does the player have to do anything except pay attention to resources such as forests, quarries and mines? 

I just had a wonderful experience with nearly 100 nomads.  I let them in, created housing for them, then watched about the same number of people die off from various causes.  I am going to restart this one from a save before this, and not admit them to see what happens.
Title: Re: Technical questions
Post by: assobanana76 on June 11, 2015, 02:31:05 AM
It is strange .. in the last two cases I had no crashes, saving before you press F12, and not playing fullscreen ..
probably, therefore, the problem is precisely hardware-related ..
I do not think it's a coincidence that when I open Banished takes 10 minutes before the start and the PC side from the fan as a supersonic jet!
I deleted at least 10 previous saves .. I do not know if it also affects the loading of the game ..
increasing my RAM 2Gb 4Gb did not affect the speed of the PC so I assume it's a problem of processor .. that sometimes nailing the game if I press F12 ..

about the tools, how do you produce so much? mods unlimited? or uses only large maps and fill holes map ??
I use small maps and CC: EA then give unlimited with candles and lamp oil .. but, just because I have little space, do not build more than one of each ...
in the TP do a massive use of firewood .. with 2 charcoal burner and 3 Foresters can heat all the houses (now) and I are advancing at least 1000 firewood for the two TP ..

for self-sufficiency I'm going to try it when I finish the city .. I also believe that if things were done right the city can be left on its own!

I could not translate the meaning of the last sentence ..
Title: Re: Technical questions
Post by: A Nonny Moose on June 11, 2015, 09:02:40 AM
Quote from: A Nonny Moose on June 10, 2015, 10:28:39 AM
<snip>  I am going to restart this one from a save before this, and not admit them to see what happens.

[Français] Je vais redémarrer celui-ci à partir d'une sauvegarde avant cela, et ne pas les admettre pour voir ce qui se passe .
[Italiano]Ho intenzione di riavviare questo uno da un salvataggio prima di questo , e non ammetterli per vedere cosa succede .
[Deutsch]Ich werde diese ein aus sicherer vorher neu zu starten, und nicht zugeben, sie zu sehen, was passiert .

Using google/translate.  Hope this helps.

Am going to do this after this session.

And later on, I did load the save before the admission of the nomads and turned them down.  However, by that time the production levels for food was too low.  There was a serious deficit, and the production level of trade goods was too low to take up the slack for very long.  I am running this village now in recovery mode, but I am having a huge die off due to starvation.  My population is somewhere around 800 and seems to be holding there.

I am increasing the number of mines, smithies, taylors, and cattle pens.  I hope to get this stabilized before too many people croak.
Title: Re: Technical questions
Post by: assobanana76 on June 15, 2015, 01:25:08 AM
ok .. I understand the experiment .. but not the purpose ..
What you deduce from the results?
Title: Re: Technical questions
Post by: assobanana76 on June 15, 2015, 01:46:00 AM
technical questions ..

the cemetery and the church have a ideal circle yellow "range"?
if so, what happens to those who are out of this circle?
families out of the circle of the cemetery can not mourn their dead and then become sad?
members believers out of the yellow circle of a church does not pray?

my intention is to build small temples (Japanese) and small cemeteries across the map (instead of cathedrals or great temples) .. but how can I tell them how far from each other to avoid not cover the whole area?
Title: Re: Technical questions
Post by: Nilla on June 15, 2015, 08:55:47 AM
You don´t have to cover the area. I´m not 100% sure but this is how i think it work: The circle is the "happines circle" and have nothing to do with the members of the church (they come from all over the map until the church is full) or the graves at the graveyard (they don´t come from all over the map, but sure from outside the circle). On the other side, I have never seen that it matters at all if a person is a member of a church or not.

Title: Re: Technical questions
Post by: rkelly17 on June 15, 2015, 09:46:09 AM
Quote from: assobanana76 on June 15, 2015, 01:46:00 AM
technical questions ..

the cemetery and the church have a ideal circle yellow "range"?
if so, what happens to those who are out of this circle?
families out of the circle of the cemetery can not mourn their dead and then become sad?
members believers out of the yellow circle of a church does not pray?

my intention is to build small temples (Japanese) and small cemeteries across the map (instead of cathedrals or great temples) .. but how can I tell them how far from each other to avoid not cover the whole area?

People will "join" the chapel and bury their dead in the cemetery nearest where they live. If there is only one, they will all go to that one. People will also come from all over to a cemetery. I have followed idlers pass two cemeteries to idle at a cemetery across the map from where they live. I think that the circle is the area within which housing is more desirable--same way that people who live in a house near a mine get unhappy from the mine, so people who live near a chapel get happy from the chapel. Chapel "membership" also contributes to happiness even if they live nowhere near. There are a number of things that increase happiness, so you can get up to the five star level without having all of them--though you need enough, whatever that is. It is also possible to have a settlement with 5 stars overall and find desperately unhappy people here and there.
Title: Re: Technical questions
Post by: RedKetchup on June 15, 2015, 12:06:01 PM
yup what @Nilla  and @rkelly17  said :)
Title: Re: Technical questions
Post by: A Nonny Moose on June 15, 2015, 02:14:53 PM
Well, turning down the nomads (immigrants) made the difference of missing an epidemic or two, and since I was having a population explosion at the time, things settled down into a fight to make up the 20-30K production deficit in the food supply.  In the end I failed to produce either enough trade goods nor farm produce to keep people from starving.  I concluded that this village had turned into a bit of a moribund mug's game, and so deleted it.

Today, I started a new village (medium level) and have it along about five years now, with good result so far.  Nothing special, just drifting along carefully looking after the TP and increasing production.

If anyone is interested, I have a BASH script that cleans out the save directory in one swoul foop.
Title: Re: Technical questions
Post by: assobanana76 on June 16, 2015, 02:31:59 AM
ok .. all clear!
let's say place several churches and cemeteries is useful because it reduces the time of idle because citizens travel less road if these buildings are close ...
less time idle more time to work!!!!  ;D
Title: Re: Technical questions
Post by: assobanana76 on June 16, 2015, 02:37:54 AM
Quote from: A Nonny Moose on June 15, 2015, 02:14:53 PMIf anyone is interested, I have a BASH script that cleans out the save directory in one swoul foop.

:o ehm.. what????  ;D

luckily for me, after 4 games failed, in the present finally arrived nomads!
because thanks to them (only a fortnight had no effect on food consumption and stocks) I'm able to fill all professions.
which allowed me to build new buildings for new professions ..

Your post this immediately raises a new technical question..
but... the nomads introduce diseases ??
the game is so racist?



Title: Re: Technical questions
Post by: irrelevant on June 16, 2015, 03:27:31 AM
There are no races in Banished. ;)

Merchants can bring disease as well. It's only a small chance, but it seems that the larger the group of nomads, or the more trading you do, the more likely to get disease.

Of course you can get disease outbreaks without nomads or trade either one.
Title: Re: Technical questions
Post by: assobanana76 on June 16, 2015, 04:03:01 AM
in 60 years I have only had one case of influenza, by accepting, in two stages, 30 nomads in total and having two TP ..
.. then... we can say that I was lucky !!  ;D ;D
Title: Re: Technical questions
Post by: A Nonny Moose on June 17, 2015, 01:21:45 PM
@assobanana76 BASH script.  If you don't know, you don't run Linux, so it doesn't matter. 

I run a version of Linux called Ubuntu, and as a result must run Windows programs using a layer of the operating system called Windows Executive (wine) which does a pretty good job of doing just-in-time compilation of Windows calls into native mode calls.  Like all operating systems using a GUI, it has an underlying shell (scripting system), in this case it is called the Bourne Again Shell (BASH).  I haven't run Windows since XP was overtaken by Vista (2007) and haven't needed it.
Title: Re: Technical questions
Post by: assobanana76 on June 18, 2015, 03:39:03 AM
Quote from: A Nonny Moose on June 17, 2015, 01:21:45 PM
@assobanana76 BASH script.  If you don't know, you don't run Linux, so it doesn't matter. 

I run a version of Linux called Ubuntu, and as a result must run Windows programs using a layer of the operating system called Windows Executive (wine) which does a pretty good job of doing just-in-time compilation of Windows calls into native mode calls.  Like all operating systems using a GUI, it has an underlying shell (scripting system), in this case it is called the Bourne Again Shell (BASH).  I haven't run Windows since XP was overtaken by Vista (2007) and haven't needed it.
all clear! thanks!
some time ago I try Ubuntu but cannot run Pokerstars...
so I return on Windows..
Title: Re: Technical questions
Post by: A Nonny Moose on June 18, 2015, 09:04:59 AM
One of the better options is to dual boot Ubuntu and Windows.  You have the choice of having the two systems side by side in the same partition or in two separate partitions.  Note that Linux will always make a partition (small) for swap space. 

The boot options are then presented by GRUB (GRand Unifiedl Bootloader) and you have 10 seconds to change the default.  But moving the cursor down one turns off this timer when you can choose whatever you need at the time.

I certainly don't miss ponying up license fees at the altar of Microshaft.
Title: Re: Technical questions
Post by: assobanana76 on June 30, 2015, 01:01:00 AM
Quote from: A Nonny Moose on June 18, 2015, 09:04:59 AM
One of the better options is to dual boot Ubuntu and Windows.  You have the choice of having the two systems side by side in the same partition or in two separate partitions.  Note that Linux will always make a partition (small) for swap space. 

The boot options are then presented by GRUB (GRand Unifiedl Bootloader) and you have 10 seconds to change the default.  But moving the cursor down one turns off this timer when you can choose whatever you need at the time.

I certainly don't miss ponying up license fees at the altar of Microshaft.
I fear that my processor (which already struggling only with Windows) is not able to manage a double partition ..
Title: Re: Technical questions
Post by: A Nonny Moose on June 30, 2015, 05:39:44 AM
Quote from: assobanana76 on June 30, 2015, 01:01:00 AM
<snip>
I fear that my processor (which already struggling only with Windows) is not able to manage a double partition ..
I don't understand your objection.  The partitioning of the disk has little to do with the operating system, especially if you are running one or the other.  What HDD do you have?
Title: Re: Technical questions
Post by: assobanana76 on July 02, 2015, 02:06:38 AM
Quote from: A Nonny Moose on June 30, 2015, 05:39:44 AM
Quote from: assobanana76 on June 30, 2015, 01:01:00 AM
<snip>
I fear that my processor (which already struggling only with Windows) is not able to manage a double partition ..
I don't understand your objection.  The partitioning of the disk has little to do with the operating system, especially if you are running one or the other.  What HDD do you have?
I'm not a great expert on pc ..
I know I have a "Pentium 4" from 2,8Gh if I'm not mistaken ..
I know, however, that 3/4 of my wishlist Steam are games that my current pc can not support ..
Title: Re: Technical questions
Post by: assobanana76 on July 02, 2015, 02:19:43 AM
technical questions ..

1. how many houses every winter I have to build to meet the dead of old age in a year?
mean number births year = number deaths year
currently I build a house a year but the population is not growing, if not a few units ..
new labourers replace the dead of old age and I can not build a new building productive because I would not have people who can go to work ..
I would like at least two or three new laborer more each year to moderate growth ..

2. if I build a TP on bordering constructible (the last strip of tiles "road" on the river is the last strip of the map), the trader will dock at the TP although his boat will be placed in the "non-constructible area" ???
Title: Re: Technical questions
Post by: Nilla on July 02, 2015, 06:05:26 AM
Quote from: assobanana76 on July 02, 2015, 02:19:43 AM
technical questions ..

1. how many houses every winter I have to build to meet the dead of old age in a year?
mean number births year = number deaths year
currently I build a house a year but the population is not growing, if not a few units ..
new labourers replace the dead of old age and I can not build a new building productive because I would not have people who can go to work ..
I would like at least two or three new laborer more each year to moderate growth ..

2. if I build a TP on bordering constructible (the last strip of tiles "road" on the river is the last strip of the map), the trader will dock at the TP although his boat will be placed in the "non-constructible area" ???


1. That's a difficult question. My opinion is, it can't be truthfully answered that way. To me this is the special, intriguing, interesting thing with Banished: The situation decides how many houses you should build. It depends on the number of families, the age of the people, the births, the deaths, the gender of the deaths and the babies .......  It's difficult to have a steady slow growth and you definitely don't get it by building a certain number of houses each year.

Sorry I can not really help you, you have to find out what is right in your present situation. Maybe look a bit at the number of families and always try to have the same % of homes. I mean maybe homes for 3/4 of the families or something like that gives a slow steady growth.

2. The merchants do what they like, go where they want, sometimes disappear under ground........ don't pay much attention. ;)
Title: Re: Technical questions
Post by: assobanana76 on July 02, 2015, 06:25:46 AM
Quote from: Nilla on July 02, 2015, 06:05:26 AM
Quote from: assobanana76 on July 02, 2015, 02:19:43 AM
technical questions ..

1. how many houses every winter I have to build to meet the dead of old age in a year?
mean number births year = number deaths year
currently I build a house a year but the population is not growing, if not a few units ..
new labourers replace the dead of old age and I can not build a new building productive because I would not have people who can go to work ..
I would like at least two or three new laborer more each year to moderate growth ..

2. if I build a TP on bordering constructible (the last strip of tiles "road" on the river is the last strip of the map), the trader will dock at the TP although his boat will be placed in the "non-constructible area" ???


1. That's a difficult question. My opinion is, it can't be truthfully answered that way. To me this is the special, intriguing, interesting thing with Banished: The situation decides how many houses you should build. It depends on the number of families, the age of the people, the births, the deaths, the gender of the deaths and the babies .......  It's difficult to have a steady slow growth and you definitely don't get it by building a certain number of houses each year.

Sorry I can not really help you, you have to find out what is right in your present situation. Maybe look a bit at the number of families and always try to have the same % of homes. I mean maybe homes for 3/4 of the families or something like that gives a slow steady growth.

2. The merchants do what they like, go where they want, sometimes disappear under ground........ don't pay much attention. ;)
mmmhhh ...
maybe we should correlate the average number of deaths per year for old age with the number of births per year ..
or correllate the number of deaths with the number of new students ..
or with the number of new laborer ..

or you just have to go by trial and error ..  ;D
definitely one house built a year does not increase the number of population, that's for sure ..
I can try with two ..

My difficulty is that I can not warmly welcome the nomads who choose to come and live in my village, and their numbers, increasing from time to time, I ruined all the calculations because I have to rush to build houses for all and, taken bustle, surely build more houses than necessary (or better than budgeted)!

for TP instead I will try to build it on the edge of the map, using every last tile of that little space!
Title: Re: Technical questions
Post by: A Nonny Moose on July 02, 2015, 09:58:08 AM
Well, running Windows on that old scout may indeed cause problems.  I guess you must be running an early Windows version such as XP.  I had a similar machine when I switched to Linux because Vista would not run on it.  Since then I've been able to afford an upgrade, but this machine is now getting rather long in the tooth and wont run Cities:Skylines for example because of my rather antiquated GPU.

The reason I switched to Linux (Ubuntu) was because it occupies much less disk and memory space and has a more reliable and faster Kernel (central module).  I haven't had a system crash or hang ever except a few I caused while doing silly things with my keyboard/mouse.  Even if your system seems to be not responding, as long as the Kernel has not died, there is a keyboard sequence to get an orderly take down, saving all files that are currently active.

With this system I have 2 processor cores currently running about 18% each (Browser and System Monitor are the only active user tasks) and 4 GB of real memory of which 0.6GB is reserved for the integrated GPU.  The remaining 3.4 GB has a current usage of 1.7 GB, and my swap partition of 20GB has about 250MB allocated as backing store currently.

Interesting enough is that most windows programs run using either the mono or wine packages.  If utterly necessary, virtual machines can be run, but I don't feel up to all the technical niceties of getting one going anymore.  I've been retired from the systems and programming game for 25 years now, and just want a nice home appliance.

I expect that sometime in the next year or so, I will replace this tower with something a little newer.  I'd like to go up to four cores and a stand-alone GPU.  Most of my storage is separate, so I think it will be via an OEM who will build to my specs.
Title: Re: Technical questions
Post by: assobanana76 on July 21, 2015, 05:17:58 AM
in fact I assume that even on my computer Windows XP can solve many problems instead of using Windows 7 ..
but then maybe not many recent games work on ..
and in any case I should find the money for a license ...  :(
Title: Re: Technical questions
Post by: A Nonny Moose on July 21, 2015, 07:54:59 AM
It really depends on how computer savvy you are, my friend.  If you are willing to climb a slight learning curve you should try dual booting http://www.ubuntu.com/desktop with XP and add wine to the system.  wine (windows executive) is a JIT system to allow Windows exe's to run.  To run a Windows .net program use mono.  This is without charge to individuals.
Title: Re: Technical questions
Post by: assobanana76 on July 23, 2015, 01:06:53 AM
I can not consider myself an expert on pc ..  :-\
and unfortunately I have no time, with two children, to climb the learning curve ...  ;D
I think for me the only solution is to set aside some money to buy a computer in step with the times ..
something not too advanced but manages to run e.g. Cities: Skyline that I believe currently is the city building which requires more specific.
in the very near future I expect that Grand Ages: Medieval and year 2205 will increase further the minimum system requirements ..
maybe I should wait for the release of these titles and find a PC that can run them so as to have many hours of play feasible ..
Title: Re: Technical questions
Post by: A Nonny Moose on July 23, 2015, 09:51:13 AM
You are not the only one in a hardware deficit situation.  I need a machine with a GPU that is acceptable to C:S.  I have it, but it won't run because of my ancient graphics chip set.

I am not much of a gamer, but I do like simulations.  Banished is fine, but on Ubuntu/wine it runs like a snail.  Great patience is needed to get anything done with it, yet I persist while doing household tasks.
Title: Re: Technical questions
Post by: kee on July 25, 2015, 10:49:52 PM
 Okay. New tecnical question: I always reduce the number of workers in a pasture to 1, is this wise productionvise? Will more workers give more calfs/lambs/chickens?
Title: Re: Technical questions
Post by: Nilla on July 26, 2015, 02:21:35 AM
I do the same. I haven't seen any difference. If the pasture isn't full, and I don't have a surplus of laborers, I might even take the herdsman away completely. As far as I have seen, the output of wool, eggs (and milk if you play with mods) is still the same. You don't get any meat without an herdsman, but of cause, that's no problem, as long as the pasture isn't full. If I have many pastures and a few laborers, I even let the herdsmen alter between the pastures to slaughter. It seems to work fine as well.

Title: Re: Technical questions
Post by: A Nonny Moose on July 26, 2015, 05:56:03 AM
I try to hold it at one, but sometimes even that individual is needed elsewhere.  The beast-holds seem to keep the beasts in.
Title: Re: Technical questions
Post by: assobanana76 on July 27, 2015, 01:48:08 AM
Quote from: A Nonny Moose on July 23, 2015, 09:51:13 AM
You are not the only one in a hardware deficit situation.  I need a machine with a GPU that is acceptable to C:S.  I have it, but it won't run because of my ancient graphics chip set.

I am not much of a gamer, but I do like simulations.  Banished is fine, but on Ubuntu/wine it runs like a snail.  Great patience is needed to get anything done with it, yet I persist while doing household tasks.
my people at 1x speed move imperceptibly ..  ;D
Title: Re: Technical questions
Post by: assobanana76 on July 27, 2015, 01:52:31 AM
new technical question.
in the town hall under "Firewood" means "Fuel"?
that is, in the calculation of the material used/product it is included also coal and any other forms of heating introduced by CC under the label "Fuel"?
Title: Re: Technical questions
Post by: A Nonny Moose on July 27, 2015, 07:51:13 AM
Fuel::=firewood, coal*
Title: Re: Technical questions
Post by: assobanana76 on August 03, 2015, 08:15:41 AM
Quote from: A Nonny Moose on July 27, 2015, 07:51:13 AM
Fuel::=firewood, coal*
thank you!
my mistake. I've read wrong..  ;D
Title: Re: Technical questions
Post by: assobanana76 on August 06, 2015, 02:17:03 AM
WTF is that???

(http://images.akamai.steamusercontent.com/ugc/443955009650654652/07B3B13FD3DD2CFF13CA68115AC89EB29EAA4ADE/)

another problem in addition to the failure to screenshots with F12

I think I've reached the maximum number of people possible for my old PC.
the game is very slow ... it don't snaps screenshots (new games instead yes)
Title: Re: Technical questions
Post by: A Nonny Moose on August 06, 2015, 05:29:48 AM
You may have reached a limit in the number of saved games the program can handle.  If that is the case you should clean up old versions of your saves you don't expect to ever load again.  This can be done by finding the relevant saves (you could use the game panel) and deleting them.

I never keep more than one set of saves for a village at a time and I have a script that clears out the save area.  I am running Ubuntu, and here is the script:

john@john-12-10:~$ cat bin/wipeBanished
#!/bin/bash
rm ~/Banished/Save/*.sav
echo Banished wiped
Title: Re: Technical questions
Post by: assobanana76 on August 06, 2015, 05:47:31 AM
Quote from: A Nonny Moose on August 06, 2015, 05:29:48 AM
You may have reached a limit in the number of saved games the program can handle.  If that is the case you should clean up old versions of your saves you don't expect to ever load again.  This can be done by finding the relevant saves (you could use the game panel) and deleting them.

I never keep more than one set of saves for a village at a time and I have a script that clears out the save area.  I am running Ubuntu, and here is the script:

john@john-12-10:~$ cat bin/wipeBanished
#!/bin/bash
rm ~/Banished/Save/*.sav
echo Banished wiped
you may be right!!
indeed usually I take only a single save to every village (in fact now only "New Las Vegans" and "TestCity") but this time I played with the mod to try to use FM: HS on the saved game and I wanted to be sure I do not miss anything .. as already it happened to me in the past ..  two times.. :'(
Now I am convinced that I can not use FM: HS on "New Las Vegans" I can delete all previous saves leaving just one!
tonight I try!

p.s. I don't know what "script" is...  :-\
Title: Re: Technical questions
Post by: rkelly17 on August 06, 2015, 07:30:18 AM
I'm not sure the game cares how many save files you have. Awhile back, after I hadn't been paying attention for too long, I realized I had about 20+ save files of various towns I'd "finished." The game had never cared in the least and ran fine. I did go in and clean out the save file directory--I do like my drive to be neat and tidy, unlike the rest of my life.  ;D

Title: Re: Technical questions
Post by: A Nonny Moose on August 06, 2015, 08:53:33 AM
Quote from: assobanana76 on August 06, 2015, 05:47:31 AM
<snip>
p.s. I don't know what "script" is...  :-\

If you are a regular Windows user, don't worry about it. 

A script is a set of console commands for, in this case, my Linux system.  Windows has scripts too, but most people don't get that far involved with the operating system to want to use them.  It is ultra easy on Linux to pretend the Graphics User Interface (GUI) isn't even there.

BTW, that script deletes every saved file in the catalogue.
Title: Re: Technical questions
Post by: Paeng on August 06, 2015, 10:50:25 AM
Quote from: rkelly17 on August 06, 2015, 07:30:18 AMI'm not sure the game cares how many save files you have.

That's right, the game reads only the save you are calling up to play...
I usually have plenty saves for every town, and I only delete them once I close a town (because sometimes I like to go back to an earlier stage). That does not impact your game, it just clutters your HD  :P

So to clean it up once in a while is a good idea anyway  ;)
Title: Re: Technical questions
Post by: A Nonny Moose on August 06, 2015, 02:09:20 PM
Quote from: Paeng on August 06, 2015, 10:50:25 AM
Quote from: rkelly17 on August 06, 2015, 07:30:18 AMI'm not sure the game cares how many save files you have.

That's right, the game reads only the save you are calling up to play...
I usually have plenty saves for every town, and I only delete them once I close a town (because sometimes I like to go back to an earlier stage). That does not impact your game, it just clutters your HD  :P

So to clean it up once in a while is a good idea anyway  ;)


That's right, but since the game presents saves in a special window it is possible, I suppose, for this to have a buffer overflow.  I am interested whether @assobanana76 was able to fix his problem by dropping some files.  A bug like this, if present, could present an opening to hackers.
Title: Re: Technical questions
Post by: irrelevant on August 06, 2015, 05:15:48 PM
Right now I have ~150 save files in the documents/save/banished directory. I add a new one every time I play (I have moved hundreds out of here into other directories as a sort of archive). I have noticed that the more save files in this directory means that it takes longer to bring them all up when I select "Load." I can easily imagine that there could be other bad side effects caused by more files in this directory. I really need to go through and move a bunch of these out into the archive, but you know how that goes.... ;)

I have a total of 689 Banished save files  :-[ ::)
Title: Re: Technical questions
Post by: assobanana76 on August 10, 2015, 01:08:34 AM
ok.
I deleted all the previous saves except 4 (Test City, New Las Vegans, Skylindsborn and that rescue abnormal).
and that rescue is still abnormal (honestly I don't tried to open it but it is selectable by pointing the arrow on the little image, it surrounds of white).
tonight I try to open it.
Banished currently it opens in 10/15 minutes !!!
the running process fills the RAM to 99%!!
Title: Re: Technical questions
Post by: A Nonny Moose on August 10, 2015, 09:02:28 AM
Quote from: assobanana76 on August 10, 2015, 01:08:34 AM
<snip>
the running process fills the RAM to 99%!!
How much RAM do you have?  Any activity on your backing store (swap file)?
Title: Re: Technical questions
Post by: assobanana76 on August 10, 2015, 09:17:21 AM
Quote from: A Nonny Moose on August 10, 2015, 09:02:28 AM
Quote from: assobanana76 on August 10, 2015, 01:08:34 AM
<snip>
the running process fills the RAM to 99%!!
How much RAM do you have?  Any activity on your backing store (swap file)?
I have 4Gb (3,25 useable)
swap file what?? :)
Title: Re: Technical questions
Post by: rkelly17 on August 10, 2015, 09:38:22 AM
This is definitely not right. I've never had Banished use even close to 4Gb. Are you having this problem only with the one save file or with all save files? If it is only this one, the file is damaged and will have to be abandoned. If it is with all your save files I would recommend a re-install of Banished (but be sure to save your mods in a different location). After the re-install of the game re-introduce your mods one at a time to make sure that one of the mod files is not buggy or damaged.

I would also recommend staying away from introducing a new version of a mod to an older saved game. It can work and often does, but when it doesn't work . . . . well, let's just say that trouble can ensue. I start a new town (you can use the map seed of the previous town) every time I update my mods. I also back up towns every time I update mods. A friend calls this the "belt AND suspenders" method.  ;)

The worst case scenario is that the problem is caused by aging hardware. Are you having other problems with other programs on this computer? Have you backed up all your files? I've always found that the day I let my backups get out of date is the day the HDD decides to fail. Back ups are your friend--and in some cases your salvation.



Title: Re: Technical questions
Post by: kee on August 10, 2015, 01:17:50 PM
Amen to backups. My computer completely lost its hard drive this spring (it wouldn't map), of course a couple of weeks after last backup. Fortunately my accounting and other buisiness data are mostly remote server based. Had to reconstruct ctop rotation/fertilizer plan othervise it was all there.
As for assobanana76 's trouble I suspect that someone has paid of that savefile. It is corrupt.
Title: Re: Technical questions
Post by: A Nonny Moose on August 10, 2015, 02:17:03 PM
It really sounds like a malloc call gone wild (malloc ::= memory allocation).  A simple loop in code can do this, when it thinks it has failed and tries again and again until the process is scrubbed on memory overflow.

I asked about your swap space (backing store) because on some systems a memory overflow glitch like this will also fill up your backing store with bogus pages all marked "dirty".

This is an operating system kind of screw up, but since there is so much procedure created by modders in this game, it could happen to anyone, any time.  This is why each and every mod needs an intensive test before you accept it.
Title: Re: Technical questions
Post by: A Nonny Moose on August 10, 2015, 02:19:20 PM
Ignore this.  Erroneous key click.  Should be deleted.
Title: Re: Technical questions
Post by: assobanana76 on August 11, 2015, 01:14:19 AM
Quote from: rkelly17 on August 10, 2015, 09:38:22 AM
This is definitely not right. I've never had Banished use even close to 4Gb. Are you having this problem only with the one save file or with all save files? If it is only this one, the file is damaged and will have to be abandoned. If it is with all your save files I would recommend a re-install of Banished (but be sure to save your mods in a different location). After the re-install of the game re-introduce your mods one at a time to make sure that one of the mod files is not buggy or damaged.

I would also recommend staying away from introducing a new version of a mod to an older saved game. It can work and often does, but when it doesn't work . . . . well, let's just say that trouble can ensue. I start a new town (you can use the map seed of the previous town) every time I update my mods. I also back up towns every time I update mods. A friend calls this the "belt AND suspenders" method.  ;)

The worst case scenario is that the problem is caused by aging hardware. Are you having other problems with other programs on this computer? Have you backed up all your files? I've always found that the day I let my backups get out of date is the day the HDD decides to fail. Back ups are your friend--and in some cases your salvation.
So .. the problem of initial loading (10-15 minutes before I see the white screen "Shining Rock Software") is always present ..
the problem of slow loading is only for the city saved (80° year with 500 population). as also to the crash continues (especially by clicking F12 for screenshots).

It does not exist in a file that is written to the reasons for the crash?

It could be due to a slow internet connection (I'm struggling with the phone company to switch from DSL to fiber)
Title: Re: Technical questions
Post by: assobanana76 on August 11, 2015, 01:22:16 AM
Quote from: kee on August 10, 2015, 01:17:50 PM
Amen to backups. My computer completely lost its hard drive this spring (it wouldn't map), of course a couple of weeks after last backup. Fortunately my accounting and other buisiness data are mostly remote server based. Had to reconstruct ctop rotation/fertilizer plan othervise it was all there.
As for assobanana76 's trouble I suspect that someone has paid of that savefile. It is corrupt.
Unfortunately, last night I could not try to start the rescue .. it's a bad time!
but I hope to do it asap!
Title: Re: Technical questions
Post by: assobanana76 on August 11, 2015, 01:25:53 AM
Quote from: A Nonny Moose on August 10, 2015, 02:17:03 PM
It really sounds like a malloc call gone wild (malloc ::= memory allocation).  A simple loop in code can do this, when it thinks it has failed and tries again and again until the process is scrubbed on memory overflow.

I asked about your swap space (backing store) because on some systems a memory overflow glitch like this will also fill up your backing store with bogus pages all marked "dirty".

This is an operating system kind of screw up, but since there is so much procedure created by modders in this game, it could happen to anyone, any time.  This is why each and every mod needs an intensive test before you accept it.
the problem of filling the RAM also happens with Chrome (which start with a simple Google home page opens 10 processes).
when the game crashes, it will close but remains an ongoing process Application-Steam "etc" .exe
I have to force shutdown in TaskManager or warning Steam tells me it can not be restarted because still running.
Title: Re: Technical questions
Post by: A Nonny Moose on August 11, 2015, 06:01:23 AM
A horrible thought, but when was the last time you did a full depth malware scan? 

At the moment my Firefox instance is taking 403.4 MB and has 1.4 GB on the backing store (not in use).  My cores are running about 20% each.  There are many, many processes in the list but only two are active -- firefox and the display driver.

You might try a different browser and see if this problem also occurs.
Title: Re: Technical questions
Post by: assobanana76 on August 11, 2015, 06:32:21 AM
Quote from: A Nonny Moose on August 11, 2015, 06:01:23 AM
A horrible thought, but when was the last time you did a full depth malware scan? 

At the moment my Firefox instance is taking 403.4 MB and has 1.4 GB on the backing store (not in use).  My cores are running about 20% each.  There are many, many processes in the list but only two are active -- firefox and the display driver.

You might try a different browser and see if this problem also occurs.

do you believe that I have a malware??????  :o
TRUE THOUGHT HORRIBLE !!  :o :o
Use only ever Chrome but, if I'm not mistaken, it just happens with it.
Firefox and Opera should open only one process ..
But God only knows what my wife could have clicked trying to watch movies on streaming sites !!  ;D
tonight I try to run Spybot-Search & Destroy and Ad-Aware ...
I use AVG 2015. I'll try also with it!
if I do not have the bad results I try to uninstall and reinstall Chrome ..
do not you think, then, that the slow pace of Banished can be attributed only to 1.5Mb DSL connection?
Title: Re: Technical questions
Post by: A Nonny Moose on August 11, 2015, 09:21:55 AM
Quote from: assobanana76 on August 11, 2015, 06:32:21 AM
<snip>.
do not you think, then, that the slow pace of Banished can be attributed only to 1.5Mb DSL connection?
Banished is not an on-line game.  I have no problems loading the executable and loading up a village.  My time to get going is not at all in the minutes range, but more in seconds.

Unfortunately, because it runs only under wine (Windows Executive) on Linux, and wine has problems with the mutlitaksing set up, it crawls on my machine, but I persevere.

You should find that you can disconnect your Internet when running Banished.  It is a stand alone program.
Title: Re: Technical questions
Post by: chillzz on August 11, 2015, 04:42:03 PM
i don't exactly know your computer specs except for the ram (4gb), so i can't say what is happening to it..
but indeed no need for internet connection to play banished at all.


Quote from: assobanana76 on August 11, 2015, 06:32:21 AM
do you believe that I have a malware? ??? ??  :o
TRUE THOUGHT HORRIBLE !!  :o :o
Use only ever Chrome but, if I'm not mistaken, it just happens with it.
Firefox and Opera should open only one process ..
But God only knows what my wife could have clicked trying to watch movies on streaming sites !!  ;D
tonight I try to run Spybot-Search & Destroy and Ad-Aware ...


it could be that indeed.  I've seen computers with windows have alot of problems with chrome and firefox, due to memory allocation / memory leak. rebooting once in a while might help. all modern browsers open a new process for each and every tab (page) you open.. the more open tabs the more memory it uses too. plugins like adobe flash/shockwave, quicktime etc. all slow down the computer when used on a page. so basically don't have too much windows open at the same time ;)

most people won't agree with me, but IE actually is usually better on low end machines, since it basically is the windows explorer with html capabilities..
but that has nothing to do with the slow banished ;)


might kill all processes not related to system and try to see how banished runs then.

Title: Re: Technical questions
Post by: A Nonny Moose on August 12, 2015, 08:50:34 AM
@chillzz : when I run banished, the only active processes are the wine executive, the display driver and the game.  The problem is with the wine multitasking, which I suspect doesn't really exist.  My wine log shows the system having a conniption and converting the multitasking from one format to another.

Right now, wine development is considerably behind, and with Windows 10 out, I suspect they'll be whirling about like a set of Dervishes for the next year or so.
Title: Re: Technical questions
Post by: assobanana76 on August 13, 2015, 12:32:46 AM
my big doubt about the connection that, playing Steam, I must necessarily be connected (unless I go offline, but in this case I do not know what might happen than screenshots and saves)
I can not start Banished without before launching Steam ..

anyway..
that's what I did last night:

- I turned on the computer  ;D
- defrag
- CCleaner
- AVG scan (do not find threats)
- Scan Spybot-Search & Destroy (not found threats)
- AD-Aware scan (do not find threats)
- McAfee scan (do not find threats)
- Copy folder "Saves" and "WinData"
- Uninstalled Banished
- Re-installed Banished (do not know why there were still saves and mods in their respective folders)
- Launched Banished

and after 10 minutes (just before it boot) the situation was this:

(http://images.akamai.steamusercontent.com/ugc/1465146877581404113/04338C32A114402A3A88CD895E64926DB11CB327/)
Title: Re: Technical questions
Post by: assobanana76 on August 13, 2015, 12:36:05 AM
when it started I tried to load the saves that had the strange icon and loading took forever ..
initially dark it lit slowly in 5 minutes and has become selectable after 2 ..
I tried to do simple things like zooming with the mouse wheel and it would take one minute for every shot ..

then I deleted all the saves and mods folders (but I have a copy on the desktop), uninstalled Banished, launched downloading ..
and after many blasphemies, I closed and went to sleep!
today I finish the download and see what happens starting from "0" ..
Title: Re: Technical questions
Post by: RedKetchup on August 13, 2015, 03:22:36 AM
i see the x32 bits.... cant be better with 64x ?
Title: Re: Technical questions
Post by: assobanana76 on August 13, 2015, 03:36:51 AM
Quote from: RedKetchup on August 13, 2015, 03:22:36 AM
i see the x32 bits.... cant be better with 64x ?

I do not know if my old PC can support a 64bit ..
Title: Re: Technical questions
Post by: Paeng on August 13, 2015, 05:43:18 AM
For testing I would also try to run Banished completely without Steam - specially without that "Application-steam-x32.exe"...
Title: Re: Technical questions
Post by: assobanana76 on August 13, 2015, 05:46:29 AM
Quote from: Paeng on August 13, 2015, 05:43:18 AM
For testing I would also try to run Banished completely without Steam - specially without that "Application-steam-x32.exe"...

and how?
My PC is 32bit ..
Can I run it with the 64bit version?

How can I launch the game without launching Steam?
It is an automatic thing ..
Title: Re: Technical questions
Post by: Paeng on August 13, 2015, 06:28:47 AM
Quote from: assobanana76 on August 13, 2015, 05:46:29 AMMy PC is 32bit...
That's fine, Banished comes with both x32 and x64 versions... the point is that its real name is "Application-x32.exe" (without the steam part).

QuoteHow can I launch the game without launching Steam?
Oh, I'm sorry - did you not buy it from Shining Rock, or GoG, or Humble Bundle?
No standalone, drm-free installer straight from the maker?  :'(

Title: Re: Technical questions
Post by: assobanana76 on August 13, 2015, 06:50:29 AM
Quote from: Paeng on August 13, 2015, 06:28:47 AM
Quote from: assobanana76 on August 13, 2015, 05:46:29 AMMy PC is 32bit...
That's fine, Banished comes with both x32 and x64 versions... the point is that its real name is "Application-x32.exe" (without the steam part).

QuoteHow can I launch the game without launching Steam?
Oh, I'm sorry - did you not buy it from Shining Rock, or GoG, or Humble Bundle?
No standalone, drm-free installer straight from the maker?  :'(

are you kidding me??  ;D ;D
I know that, deep down, even you love Steam!  ;D
there must be a way to start it WITHOUT Steam !!  :-\
Title: Re: Technical questions
Post by: A Nonny Moose on August 13, 2015, 08:50:48 AM
Just as a matter of information, I run Banished from a 32-bit wine prefix.  It seems happier that way than with the default 64-bit prefix.

I don't think the extra bandwidth of the 64-bit decor makes much difference.  Nothing discernible, anyway.
Title: Re: Technical questions
Post by: assobanana76 on September 01, 2015, 12:49:31 AM
Quote from: A Nonny Moose on August 13, 2015, 08:50:48 AM
Just as a matter of information, I run Banished from a 32-bit wine prefix.  It seems happier that way than with the default 64-bit prefix.

I don't think the extra bandwidth of the 64-bit decor makes much difference.  Nothing discernible, anyway.

:-\
Title: Re: Technical questions
Post by: assobanana76 on September 02, 2015, 12:44:29 AM
and this???
WTF is this??
2nd mod in the list..

(http://images.akamai.steamusercontent.com/ugc/429320160994665304/4127BA0EC692FE22259D7FAD815685753CE2DB83/)
Title: Re: Technical questions
Post by: assobanana76 on September 02, 2015, 12:58:18 AM
last night I did 300 tests ..
and as usual @RedKetchup , once again, you are a genius !!!  ;D

I do not know how it is possible with my GeForce 210 but in DirectX11 it works!
I was able to start a game with NMT, FM and DC together !!!
or better .. the game put us about 10 minutes to open .. but opened the game !! no crash !!

then I was so excited, and at the same time tired, I have not tried to build anything in this new game (so not sure if the first command of construction of some building of these mod, the game crashes) I threw on an old saved game with only CC and FM and my mega-market.

with DX11, the game is faster than when I used DX9!

tonight I might try adding NMT that saved game and see what happens! e.g. build a channel around the market ..

and there's another thing that I try to do and that I fear will crash the game .. activate the starting conditions of TOL and InvisibleAddCollision ..
I will make attempts ..
Title: Re: Technical questions
Post by: A Nonny Moose on September 02, 2015, 08:33:02 AM
Interesting.  I will add DX11 to my wine prefix and see if I can force the game to use it.
Title: Re: Technical questions
Post by: assobanana76 on September 03, 2015, 12:17:42 AM
Quote from: A Nonny Moose on September 02, 2015, 08:33:02 AM
Interesting.  I will add DX11 to my wine prefix and see if I can force the game to use it.

and the game is even more fluid ..
at 1x I can see they move !!
at 1x with DX9 my citizens seemed stopped!
but perhaps the merit is that it was a new game with virtually nothing built ..

mysteries of video cards ..
Title: Re: Technical questions
Post by: A Nonny Moose on September 03, 2015, 08:42:36 AM
No luck with DX11.  My 64-bit prefix has it, but the game doesn't see it.
Title: Re: Technical questions
Post by: Gordon Dry on September 03, 2015, 09:10:16 AM
Quote from: assobanana76 on September 03, 2015, 12:17:42 AM
and the game is even more fluid ..
at 1x I can see they move !!
at 1x with DX9 my citizens seemed stopped!
but perhaps the merit is that it was a new game with virtually nothing built ..

mysteries of video cards ..

I also recognized that the game launch is very slow on DX9 but very fast on DX11.

I also tuned the NVIDIA Profile for Banished (I use NVIDIA Inspector (http://www.guru3d.com/files-details/nvidia-inspector-download.html), it does the same but the UI is better in my eyes).
(http://img.techpowerup.org/150903/nvidia_20150903_180138.png)
(http://img.techpowerup.org/150903/nvidia_20150903_180230.png)

Sorry for the pictures, but unfortunately this board has no features to create "spoilers" (hidden content to unfold) or to auto resize pictures to thumbnails with embedded link.

The main graphics settings are set inside Banished, the profile only gives some key features.

My exported settings file of NVIDIA Inspector is attached.
Title: Re: Technical questions
Post by: assobanana76 on September 04, 2015, 12:51:50 AM
mmmmhhh......
considering my inexperience in video cards do not dare touch settings that may cause permanent damage !!  ;D
Title: Re: Technical questions
Post by: A Nonny Moose on September 04, 2015, 09:16:47 AM
Fear not.  Nothing you can do from the keyboard can cause permanent damage to a component.  Mind you, you can disable things, so be careful to understand what you are doing.
Title: Re: Technical questions
Post by: assobanana76 on September 07, 2015, 02:46:23 AM
exactly .. my fear is not being able to go back!
Title: Re: Technical questions
Post by: Gordon Dry on September 07, 2015, 07:36:20 AM
In NVIDIA Inspector, only the bold black written entries are changed.
The grey entries are untouched.

And if you delete the profile for Banished, the game will start with default settings again.
But you can also set the the profile itself to default, or a single setting of it.
Title: Re: Technical questions
Post by: assobanana76 on September 08, 2015, 12:48:30 AM
my problem is that I do not know what they mean none of the words in bold ..  ;D
antialiasing? triple buffering? anisotropic?  :o
my video settings "Banished" are random .. if I'm not mistaken bilinear, low shadow (or something) and the rest all average.
but if I can tonight I make screenshots of them.
Title: Re: Technical questions
Post by: assobanana76 on September 10, 2015, 06:28:45 AM
technical question..

does anyone know if is possible appear / disappear the window with all professions with a shortcut of keyboard? set-up F...? or already exists?
Title: Re: Technical questions
Post by: RedKetchup on September 10, 2015, 08:01:32 AM
when you do a mouse over the icon it should tell you what is the shortcut :)
Title: Re: Technical questions
Post by: assobanana76 on September 10, 2015, 08:10:11 AM
Quote from: RedKetchup on September 10, 2015, 08:01:32 AM
when you do a mouse over the icon it should tell you what is the shortcut :)

:o  :-X  ;D
Title: Re: Technical questions
Post by: A Nonny Moose on September 10, 2015, 08:17:09 AM
if you are in Windows, you should be able to minimize it to the task bar.  However you have to be in windowed (not full screen) mode.  The minimize button is there and works like any window.  Just tested this, and it is fine.  (I am on Ubuntu with wine running under X-windows with directx 9.0c but the game thinks I am on Windoze.)

Go into Options and turn off full screen.  Press Apply, then OK, then Resume.  You'll find you are now in a window, and can use the minimize button to drop the window and return with the game running OK.  You can either run in this state or you can reverse the instructions to get back to full screen.

Looking at the Input Options it appears that function keys 10 through 12 are available, so I suppose something could be done, but I believe that if you are running with STEAM, these are also used up.
Title: Re: Technical questions
Post by: assobanana76 on September 10, 2015, 08:26:34 AM
Quote from: A Nonny Moose on September 10, 2015, 08:17:09 AM
if you are in Windows, you should be able to minimize it to the task bar.  However you have to be in windowed (not full screen) mode.  The minimize button is there and works like any window.  Just tested this, and it is fine.  (I am on Ubuntu with wine running under X-windows with directx 9.0c but the game thinks I am on Windoze.)

Go into Options and turn off full screen.  Press Apply, then OK, then Resume.  You'll find you are now in a window, and can use the minimize button to drop the window and return with the game running OK.  You can either run in this state or you can reverse the instructions to get back to full screen.

Looking at the Input Options it appears that function keys 10 through 12 are available, so I suppose something could be done, but I believe that if you are running with STEAM, these are also used up.

it seems that my problems of continuous crash have appeared since I removed the full screen to watch some tv series!  >:(
maybe it is not connected .. but the first signs of crash I got them by clicking F11 and F12 to make screenshots with and without UI.  >:(

especially my question was about the only window of the professions (the one that takes up more space) .. I was wondering if there is a shortcut key to make it appear / disappear but, as says Red, probably there is and I'll find out approaching the mouse on the icon.
Title: Re: Technical questions
Post by: Gordon Dry on September 10, 2015, 01:01:04 PM
I wind this up and also request a mod that makes it possible to save the window positions once placed.
Because you have to place the windows every time you start a new game.
Could be CTRL + F to store the setup and 'F' to toggle on / off, while 'on' is the loaded setup.
But - yes, indeed - I doubt that the modding API lets us do this...
Title: Re: Technical questions
Post by: assobanana76 on September 14, 2015, 03:11:32 AM
I have not been able to verify the shortcuts related to this option .. hope soon ..
Title: Re: Technical questions
Post by: assobanana76 on September 16, 2015, 01:19:19 AM
technical (and maybe stupid) question..
but if I put a forester in a zone fill of rocks who cut the rocks for to plant the trees?
forester or labourer?  ???
Title: Re: Technical questions
Post by: Nilla on September 16, 2015, 02:45:28 AM
The foresters will do this unless you assign laborers for this work. But with the foresters it will take some time. I think it work like this: if a forester wants to plant a tree on a spot where there is a rock, he will cut it away.

Title: Re: Technical questions
Post by: assobanana76 on September 16, 2015, 03:04:10 AM
I thought it could replace the work of gathering stones initial but then I do not think is enough ..
I can not wait that he cleanse all its area, providing the necessary amount of rocks / iron.
thanks
Title: Re: Technical questions
Post by: Paeng on September 16, 2015, 05:26:23 AM
Besides - if a Forester's circle is full of rocks and iron, the efficiency of the Forester goes seriously down (you get a lot less logs)...
So normally you want to send some laborers in to help clean that circle...  :)

Title: Re: Technical questions
Post by: rkelly17 on September 16, 2015, 06:24:34 AM
Quote from: Paeng on September 16, 2015, 05:26:23 AM
Besides - if a Forester's circle is full of rocks and iron, the efficiency of the Forester goes seriously down (you get a lot less logs)...
So normally you want to send some laborers in to help clean that circle...  :)

Isn't that the truth. When I set up a circle I set the forester to plant only and clear stones and iron with laborers. When the circle is thick with trees I change to plant and cut and the foresters stick to business. That keeps the gatherers happy, too.
Title: Re: Technical questions
Post by: irrelevant on September 16, 2015, 06:53:03 AM
I always leave it to my foresters to harvest the iron and stone in their circle. Laborers have more important fish to fry, like storing the food produced by the gatherers, and the logs, stone, and iron produced by the foresters.

Yes, it takes some time, 4-5 years to get 90% of the rocks out. I'm not in any hurry. ;)
Title: Re: Technical questions
Post by: A Nonny Moose on September 16, 2015, 08:09:25 AM
I am with @rkelly17 on this.  I generally mark everything in the forester's circle (actually a square) for removal by the labour force.  If I am lucky, this happens before the foresters station is built.
Title: Re: Technical questions
Post by: Pangaea on September 16, 2015, 10:44:08 AM
I tend to do that too, remove the lot, particularly if it's close to 'home'. I need that stone, especially if I choose to build stone houses from the beginning...

Not sure why so many build a forester and then let him only plant trees. I always short on manpower (and girlpower) in the beginning, so will only have a few available people as labourers/builders. Maybe just one person for forester, and I want him to chop trees for sure.

Unfortunately the game doesn't work on my end, though, it just keeps crashing. Buhuu. :'(
Title: Re: Technical questions
Post by: Nilla on September 16, 2015, 11:24:45 AM
I'm sorry for you @Pangaea. I can't help a bit! I have no Linux experience.

I do a little of everything, when it comes to foresters. It depends on the starting conditions and what I want to do. If I need stones or iron fast, I let laborers get them. If it's not so desperately needed, I let the forester collect them. If I want to expand in one direction, I often start with a forester, who also collects the rocks in his circle.

If I for some reason want a forester in an area that's not full of trees, I let him plant only for a while. Often I needed the trees fast at the beginning, so I let the laborers cut them. I'm sure it pays long term, even if he doesn't produce anything a short time. If there are enough big trees in the forest circle, I let him cut and plant.

I make it differently. I can't say what's the best thing to do generally. It depends on many things. That's the good thing. Maybe that's a part of the reason, that I still like to play Banished after all this time.
Title: Re: Technical questions
Post by: Paeng on September 16, 2015, 11:32:01 AM
Quote from: Nilla on September 16, 2015, 11:24:45 AMI can't say what's the best thing to do generally. It depends on many things.

Precisely... that's one of the best points about Banished (or any good game actually) - there is not just one "right" way to do things...
Title: Re: Technical questions
Post by: rkelly17 on September 16, 2015, 11:34:27 AM
Quote from: Pangaea on September 16, 2015, 10:44:08 AM
Not sure why so many build a forester and then let him only plant trees. I always short on manpower (and girlpower) in the beginning, so will only have a few available people as labourers/builders. Maybe just one person for forester, and I want him to chop trees for sure.

I always start a hard game by clearing 250 logs from outside the future foresters' circle and a medium game by clearing 300. Then I start building and the initial supply lasts for the first year. The main reason I do "plant only" in the beginning is that I need to clear trees from various future building and farming sites anyway, so there are enough logs added to the stock. Usually for the first couple of years I can only afford one forester and whatever s/he does goes too slowly for building and firewood, so every so often the laborers (usually 1 or 2 in the beginning) are called on for a few more logs. The clearing of the circle keeps the stone and iron stocks up. BY the time I have enough people to fill the foresters' lodge the circle is thick with mature trees and they harvest more efficiently on "cut and plant." Since I usually put my gatherer across the road from the forester, this also creates plenty of forest food. By year 5 or so when students start graduating both foresters and gatherers are off and running.

I'm sure it would all work with "cut and plant" from the beginning, but I worry about cutting into the gatherers production at a point when food is so important. It is interesting to me how such a rich variety of playing styles can yield differing ways to accomplish the goals equally well.
Title: Re: Technical questions
Post by: Pangaea on September 16, 2015, 11:57:22 AM
Quote from: Nilla on September 16, 2015, 11:24:45 AM
I'm sorry for you @Pangaea. I can't help a bit! I have no Linux experience.

Thanks. I've no idea what is wrong either, and I've tried quite a few things by now. Am fed up of wasting so many hours on this game only to see it crash, so it's best to simply stop playing it I think - even if I really want to play it. Was nice to come back and see some threads, and some old faces, and I have had fun with the game. But ultimately it's pretty pointless when I can't play past 10-20 years, or x hours, or whatever the hell is causing the crashes.
Title: Re: Technical questions
Post by: assobanana76 on September 17, 2015, 02:56:32 AM
reading your answers I am increasingly aware of how much I play superficially (giving much more attention to the fact that the city is more beautiful than functional)
why I position it on the fly forester / gatherer / herbalist and I do not deal more until they begin to get the alerts!
then I start running after emergency breaking down whole forests, building bridges to gather stones / iron olter rivers and raising crops / orchards ..
not the best way to play ..  ;D

take for example my next future city ..
I already know how beautiful plots of various crops of random size, positioned along all the main river ..
I already know what it will be nice hypermarket ..  ;D
I know that part of the river is wild with native camps while the other half will be urbanized "medieval" and "colonial" ..
I already know what will be the beautiful quarry that "digs" the mountain ..
but it is sure that after 50 years the population will be about 100 people and that the run-up to the alarms will be constant!  :'(
Title: Re: Technical questions
Post by: Nilla on September 17, 2015, 03:39:49 AM
Don´t be sorry @assobanana76. You have your own way of playing Banished. That´s OK, too.

That´s also one of the great things with this game. You don´t have to build those huge dense giant settlements with X-1000 inhabitants. You can also play it your way ; focus on beauty. I can´t do that. I don´t have that kind of eyes, that kind of creativity and patience that´s needed for something like that. So I enjoy looking at yours and some of the others (@Paeng as example) settlement very much.
Title: Re: Technical questions
Post by: assobanana76 on September 17, 2015, 04:48:27 AM
Quote from: Nilla on September 17, 2015, 03:39:49 AM
So I enjoy looking at yours and some of the others (@Paeng as example) settlement very much.

OMG!  :o
you make me blush..  :-[
really you put my name along with that of @Paeng in the same sentence???
although his is in brackets then I'm the best player!  ;D ;D
No, Seriously ..
I'm flattered but I think you've seen that behind the "beauty" there are many hours of testing and failed attempts ..
I think instead Paeng, after so many years of cities built, create landscapes so beautiful and breathtaking is completely natural and in a few minutes!
I still have some way to go!  ::)
Title: Re: Technical questions
Post by: Paeng on September 17, 2015, 06:48:41 AM
Quote from: assobanana76 on September 17, 2015, 04:48:27 AMI think instead Paeng, after so many years of cities built, create landscapes so beautiful and breathtaking is completely natural and in a few minutes!

Well, actually I'm a real slow poke... like up to now, I still play Banished at +2, often at +1... partly also because I like to see my towns grow, with constantly refining small and smaller and even the smallest details. You are right that many things feel completely natural to me, like I have a good sense of proportion and just kinda "know" what will go well together - I guess after working as a designer for more than 40 years some things do become second nature  :)

But all this would mean nothing or at least feel rather lonely without any interaction... that's why I love city-building games and their communities - there are always so many people with so many different talents, sharing their work, their creations, their ideas and --last but not least-- their knowledge, mostly without that urgent sense of competition so prevalent in most areas of our lives.
Title: Re: Technical questions
Post by: irrelevant on September 17, 2015, 06:55:40 AM
Quote from: rkelly17 on September 16, 2015, 11:34:27 AM

I'm sure it would all work with "cut and plant" from the beginning, but I worry about cutting into the gatherers production at a point when food is so important. It is interesting to me how such a rich variety of playing styles can yield differing ways to accomplish the goals equally well.

After the experiment I ran with my 1000-year town last weekend, I no longer believe that normal logging interferes meaningfully with gatherers' output. It certainly does kill herb production by about 80%, but what seems to hurt gatherers far more than logging, is a lack of laborers.
Title: Re: Technical questions
Post by: assobanana76 on September 17, 2015, 07:22:12 AM
Quote from: Paeng on September 17, 2015, 06:48:41 AM
Quote from: assobanana76 on September 17, 2015, 04:48:27 AMI think instead Paeng, after so many years of cities built, create landscapes so beautiful and breathtaking is completely natural and in a few minutes!

Well, actually I'm a real slow poke... like up to now, I still play Banished at +2, often at +1... partly also because I like to see my towns grow, with constantly refining small and smaller and even the smallest details. You are right that many things feel completely natural to me, like I have a good sense of proportion and just kinda "know" what will go well together - I guess after working as a designer for more than 40 years some things do become second nature  :)

But all this would mean nothing or at least feel rather lonely without any interaction... that's why I love city-building games and their communities - there are always so many people with so many different talents, sharing their work, their creations, their ideas and --last but not least-- their knowledge, mostly without that urgent sense of competition so prevalent in most areas of our lives.

this news surprises me greatly !!
I thought I was the only slow to play ..
I imagined you travel fast 10x to churn a city after another .. and one more beautiful than the other!

instead I, e.g. to create the hypermarket, there I will have put at least 20 hours of work!
and I have not even finished because I did all die of old age!
that rookie that I am !!

however, as I always say .. you are an inspiration to us!

and I add that it is indeed a pleasure to be here ..
is my first community video game .. and in general my first online community ..
and I feel at home from the first post .. and never stop to admit that thanks to you I learned a lot of things!
Title: Re: Technical questions
Post by: assobanana76 on September 17, 2015, 07:25:45 AM
Quote from: irrelevant on September 17, 2015, 06:55:40 AM
Quote from: rkelly17 on September 16, 2015, 11:34:27 AM

I'm sure it would all work with "cut and plant" from the beginning, but I worry about cutting into the gatherers production at a point when food is so important. It is interesting to me how such a rich variety of playing styles can yield differing ways to accomplish the goals equally well.

After the experiment I ran with my 1000-year town last weekend, I no longer believe that normal logging interferes meaningfully with gatherers' output. It certainly does kill herb production by about 80%, but what seems to hurt gatherers far more than logging, is a lack of laborers.

wow! 80%?
It is so much !! not?
It would seem an absolute rule as to its own, to divide forester from gatherer / herbalist!
Title: Re: Technical questions
Post by: Paeng on September 17, 2015, 08:18:01 AM
Quote from: assobanana76 on September 17, 2015, 07:22:12 AMI imagined you travel fast 10x

No way... I can't enjoy at that speed, it feels like watching a movie at fast forward. And after a few years of fast forward I don't know of my peeps anymore, they're all strangers...  :-\
Title: Re: Technical questions
Post by: A Nonny Moose on September 17, 2015, 08:30:04 AM
Banished barely crawls on my machine, but still I enjoy it.  If I get a successful village started I like to branch out with multiple communities separated by some green space and usually based on a market.  As far as most players are concerned, I am only an egg.  The largest village I've ever achieved is something on the order of 500 villagers.

I get to a point where I just don't want to cope with yet another crisis, and close the village out.  Of late, I am having trouble keeping the wood demand in balance.  Something I am going to concentrate on in my next effort.
Title: Re: Technical questions
Post by: irrelevant on September 17, 2015, 08:41:10 AM
Quote from: assobanana76 on September 17, 2015, 07:25:45 AM
Quote from: irrelevant on September 17, 2015, 06:55:40 AM
Quote from: rkelly17 on September 16, 2015, 11:34:27 AM

I'm sure it would all work with "cut and plant" from the beginning, but I worry about cutting into the gatherers production at a point when food is so important. It is interesting to me how such a rich variety of playing styles can yield differing ways to accomplish the goals equally well.

After the experiment I ran with my 1000-year town last weekend, I no longer believe that normal logging interferes meaningfully with gatherers' output. It certainly does kill herb production by about 80%, but what seems to hurt gatherers far more than logging, is a lack of laborers.

wow! 80%?
It is so much !! not?
It would seem an absolute rule as to its own, to divide forester from gatherer / herbalist!
Forester and herbalist are okay together if you have the forester set to "plant" only. In fact, that seems to increase herb production from what you would have in an unmanaged forest.

I think there is very little interference between forester and gatherer, I eventually put a gatherer with every forester.
Title: Re: Technical questions
Post by: Pangaea on September 17, 2015, 09:09:21 AM
I'm a very slow player too. 5x feels way too fast, at least most of the time. I play at 2x almost all the time, and often pause when making design decisions, which is one of the most fun parts about the game. It's the same with Settlers. I just love following people around, watching what they do, checking production buildings frequently, to see their output, how it compared to last year, and so on. Oh look, a divorce! Wonder why the kid lives with the father instead of the mother... :D Oh noes, that poor guy died. Wonder how old he was... (one of my pet peeves)

This is also why it hurts a lot when I suddenly lose a town in year 10 or 20. That isn't half an hour of investment or however fast you guys play at 10x, but at least one day of full playing. Managed to play for many hours yesterday and got to year 6 or something.

I've always been of the opinion, based on observation, that gatherers and foresters don't seem to hurt each other, at least not much, so I couple them routinely too. Herbalists is a different story. These guys need older and more untouched forests. Naturally a thick forest is better, so I like to put them in a well-forested area, more or less on their own, maybe with a hunter or gatherer.
Title: Re: Technical questions
Post by: Pangaea on September 17, 2015, 09:18:21 AM
Forgot one thing. I'm also a slow grower (grower not a shower haha). Prefer to start villages with maybe some roleplaying, imagining these guys stuck out in a rot, and needing to fend off nature with what they can find. Instantly building a heap of farms and orchards and a pack of trade ports just doesn't feel 'right' to me. Not a million houses to begin with either. As a result I don't get rapidly increasing food and population curves, but a nice steady incline. I saw a challenge thread yesterday with people getting to pop 100 in year 7 or something crazy like that. In the save I lost in year 20, I had pop 70 or thereabouts, which probably isn't very rapid.

It's one of the things so great about this game: you can play it in many different ways, and it's still fun. Too often I feel people get hung up on "meta-gaming" and most "efficient" play, min maxing and all that stuff. This game is different, or at least it's different for me. I would never build a village with 100 trade ports or something, producing next to no food or other products myself, only ale and firewood. I want the villages I build to be somewhat realistic for the environment the game is set in. The village I built a year back, when I last played the game, had over 3000 pop with only four trade ports, so it can be done that way too. Probably much slower, but I like it that way :)
Title: Re: Technical questions
Post by: assobanana76 on September 22, 2015, 01:13:07 AM
Quote from: Paeng on September 17, 2015, 08:18:01 AM
Quote from: assobanana76 on September 17, 2015, 07:22:12 AMI imagined you travel fast 10x

No way... I can't enjoy at that speed, it feels like watching a movie at fast forward. And after a few years of fast forward I don't know of my peeps anymore, they're all strangers...  :-\

that tender heart !!
Also I tend to get attached to my Bannies!
since the game came out I built only about 3 or 4 cities!
then I saw them grow and let them go every time is a pain ..
Title: Re: Technical questions
Post by: assobanana76 on September 22, 2015, 01:33:43 AM
Quote from: A Nonny Moose on September 17, 2015, 08:30:04 AM
Banished barely crawls on my machine, but still I enjoy it.  If I get a successful village started I like to branch out with multiple communities separated by some green space and usually based on a market.  As far as most players are concerned, I am only an egg.  The largest village I've ever achieved is something on the order of 500 villagers.

I get to a point where I just don't want to cope with yet another crisis, and close the village out.  Of late, I am having trouble keeping the wood demand in balance.  Something I am going to concentrate on in my next effort.

Also I can not reach large numbers of people ..
much depends on my inability to find the right balance resources / people and by my inability to reject the nomads (who has been banned can not banish!)
Title: Re: Technical questions
Post by: assobanana76 on September 22, 2015, 01:42:58 AM
then it would seem that the "ideal" solution (considering the many different ways in which the game is played) is positioned forester / gatherer together (leaving the forester for early planting only) and herbalist alone (perhaps near a forester only plant and then demolished).
Title: Re: Technical questions
Post by: A Nonny Moose on September 22, 2015, 10:29:12 AM
Sometimes, my "urban sprawl" overtakes my hunting lodge or gatherer shack.  If this happens I build new ones, then fire the old workers and demolish the old buildings.  Seems to improve the production.
Title: Re: Technical questions
Post by: A Nonny Moose on September 23, 2015, 08:14:56 PM
I've often been annoyed when builders ignore what was supposed to be priority by historic occurrence of buildings to build things that are closer to the centre of town rather than some that are further away.

For example, I placed a forester's hut across a bridge in a handy spot to grow trees, and some sim-years later placed some houses near the centre of town by a market.  The houses got built well before the forester even though there were enough materials to build both, but I wanted that forester, and had to actually force the priority.

I take it there is some kind of preferential algorithm.  Do we have a spec. for it?  Or maybe it is another of the infamous undocumented features a.k.a. BUG?
Title: Re: Technical questions
Post by: assobanana76 on September 24, 2015, 03:34:06 AM
I always thought that the priority "automatic" was for the houses.
You can order 100 different buildings but if you order a house it will take priority over everything.
sometimes even if I use the tool priority!
Title: Re: Technical questions
Post by: Pangaea on September 24, 2015, 06:20:33 AM
Roads seem to have priority over everything, possibly also eating :D
Title: Re: Technical questions
Post by: irrelevant on September 24, 2015, 06:23:31 AM
Roads definitely take precedence over all other construction, but I don't think anything has priority over eating; if they can't find food, they do nothing else until they die.
Title: Re: Technical questions
Post by: Pangaea on September 24, 2015, 03:57:42 PM
Yes, that one was a bit tongue in cheek, as it seems like roads is the meaning of life once there are some fresh ones ordered.
Title: Re: Technical questions
Post by: Turis on September 24, 2015, 05:30:40 PM
Are we playing the same game?!? It's the other way around when I play. Buildings have priority over roads. Besides, just cancel gathering resources to the laborers so they bring the material to the construction sites when there's enough, and then, the builders do their stuff.
Title: Re: Technical questions
Post by: Nilla on September 25, 2015, 02:28:34 AM
The priority also has much to do with the distance between the laborers who carries the material, the builder who is supposed to build and the building site. The ones close are getting built first. The one of you who played this game from the beginning, before the patches, can remember that it was a bit different. But in order to prevent these death marches, there were some changes and the people are now more reluctant to work far away.
Title: Re: Technical questions
Post by: Pangaea on September 25, 2015, 03:53:15 AM
Yes, I recall those death marches. It made playing on large maps a nightmare with big cities. Probably as a result of that, I've noticed it can take quite a long time before labourers deal with resource collection a bit out of town, but using the priority tool seems to take care of that.
Title: Re: Technical questions
Post by: A Nonny Moose on September 25, 2015, 05:38:21 AM
A partial solution I have found is to place stockpiles near resource collection points and near a construction zone.  If you can then get a residential zone nearby as well (you generally also need a Market) things get better for the duration of the construction.

Distribution of food and supplies seem to be the available bottlenecks.  Do stone vs. dirt roads make much difference?
Title: Re: Technical questions
Post by: A Nonny Moose on October 01, 2015, 10:39:59 AM
Something I have noticed and find slightly puzzling.  Modern games with free 3D cameras are theoretically able to handle objects on more than one level in the Z direction.  Banished doesn't seem to be able to do this.  I have wanted to put something on the heights of some hills at times, and it just doesn't happen.

Is it me, or does the whole works really want every object on the same plane?
Title: Re: Technical questions
Post by: embx61 on October 01, 2015, 03:44:51 PM
Quote from: A Nonny Moose on October 01, 2015, 10:39:59 AM
Something I have noticed and find slightly puzzling.  Modern games with free 3D cameras are theoretically able to handle objects on more than one level in the Z direction.  Banished doesn't seem to be able to do this.  I have wanted to put something on the heights of some hills at times, and it just doesn't happen.

Is it me, or does the whole works really want every object on the same plane?

Yeah, the game has one plane at zero to build on.
So put a structure on a mountain(If possible) and it sinks (Partly) away in the mountain.

There can be a workaround mentioned also by RedKetchup by making the building so high when put on a mountain only the top part will show and the rest is not visible in the mountain.
But the mountains are different heights in the game so a real pain to make this work properly.
You never know where players going to put that building so to mod the proper height is always a guess and strange things will happen.

At least that is my understanding how the game works.


I for one not going to do it because it is IMHO not worth the trouble.
Title: Re: Technical questions
Post by: Pangaea on October 01, 2015, 04:33:22 PM
Quote from: A Nonny Moose on October 01, 2015, 10:39:59 AM
Something I have noticed and find slightly puzzling.  Modern games with free 3D cameras are theoretically able to handle objects on more than one level in the Z direction.  Banished doesn't seem to be able to do this.  I have wanted to put something on the heights of some hills at times, and it just doesn't happen.

Is it me, or does the whole works really want every object on the same plane?

Unfortunately it works like that, which can be easily seen with roads for instance. A slight elevation in the land, and a road through will be like a valley. It was easier to code I guess. Would be lovely with towers on mountains and stuff like that.
Title: Re: Technical questions
Post by: A Nonny Moose on October 02, 2015, 05:56:23 AM
I have yet to see any "3D" game that could handle heights properly.  I expect that the reason is that the computer runs out of CPU cycles and/or GPU power if this is attempted in anything except an FPS.  When it comes to vicarious placement of objects, it seems the problem is beyond present hardware/software/programming capability.  I suppose it is like playing 3D Chess (which does, in fact, exist).  In 3D Chess you've got to have the King in check in six directions in order to get a checkmate.  Not as simple as it sounds, but not as complex as good old two dimensional Go.
Title: Re: Technical questions
Post by: assobanana76 on October 08, 2015, 05:40:15 AM
you think this PC is enough for games such as Banished, C:S or Grand Ages: Medieval?
http://www.amazon.it/gp/product/B015DUR5KO?colid=UTINVNC1WSWK&coliid=I2YH99IHSOW18W&ref_=wl_it_dp_o_pC_nS_ttl
Title: Re: Technical questions
Post by: RedKetchup on October 08, 2015, 05:52:04 AM
ummmm the video card...... is not even listed anymore

take at least a GTX (not GT)
Title: Re: Technical questions
Post by: assobanana76 on October 08, 2015, 06:08:21 AM
change it after buying it I know that does not suit me economically. then I have to find something with a gtx already inside!

Find it!! Enough?

http://www.eprice.it/pc-desktop-ASUS/d-7308569?shopid=0&meta=TRVP&utm_source=TRVP&utm_term=M12AD+Intel+Core+i3-4160+Ram+8GB+Hard+Disk+1TB+Nvidia+Geforce+GTX750+2GB+DVD%B1RW+2xUSB+3.0+Windows+8.1&utm_medium=cpc&utm_campaign=PC+Desktop

Title: Re: Technical questions
Post by: assobanana76 on October 08, 2015, 06:20:26 AM
pfff!!!
that's not enough for Anno 2205!
it want  Intel Core i5
Title: Re: Technical questions
Post by: RedKetchup on October 08, 2015, 08:01:36 AM
Scheda Grafica: Nvidia Geforce GTX750 con 2 GB di memoria dedicata.

that is much better !!!

73th best video card :) retailed at 99,99$

(the other one wasnt even listed since years and didnt worth 5$ ^^)
Title: Re: Technical questions
Post by: Gatherer on November 13, 2015, 02:51:27 PM
Where is @assobanana76 lately? He's been missing (and missed) for over a month now?
Title: Re: Technical questions
Post by: RedKetchup on November 14, 2015, 09:20:57 AM
Quote from: Gatherer on November 13, 2015, 02:51:27 PM
Where is @assobanana76 lately? He's been missing (and missed) for over a month now?

yeah me too i was wondering lately. i know i made alot and alot of things in NMT2.0 since laste time he logged on  :-X
Title: Re: Technical questions
Post by: A Nonny Moose on November 23, 2015, 10:28:06 AM
While setting up a brewer today, it occurred to me that the game needs at least one distiller who can take the product of the brewer and distill it down to either a whiskey (wheat), vodka (potato, wheat), or and eau de vie (poire guilliaume, peach brandy, etc.).  Also, grain crops need to be added as well as some auxiliaries: barley, hops.  Can't really make good ale without hops, now can you?

I am not a coder any more, but perhaps someone has already done this?
Title: Re: Technical questions
Post by: Bobbi on November 23, 2015, 07:34:59 PM
Colonial charter has distillery. Not very profitable as you need glassware as well as grain to make it, and need sand for glass so need shore house for sand, then glass maker who needs furnace fuel plus sand, so you need a fuel refinery to make the furnace fuel....you get the picture. By the time I had all that set up, I realized that the 12 you get in trade for that was not nearly as profitable as just making ale or wine. Sigh. But it gives lots of people jobs! If you like long production chains, it's fun if not profitable.
Title: Re: Technical questions
Post by: Bobbi on November 23, 2015, 07:38:11 PM
Maybe Sir @RedKetchup could be persuaded to make us a nice simple distillery that just needs grain, or grain plus water. Hops would be great, not sure how you make them. What are hops made from?
Title: Re: Technical questions
Post by: Tilleen on November 23, 2015, 09:11:40 PM
Hop plant!
Title: Re: Technical questions
Post by: RedKetchup on November 24, 2015, 01:51:37 AM
Quote from: Bobbi on November 23, 2015, 07:38:11 PM
What are hops made from?

not sure.... up to date... Hops sound more a caracter' s name but not sure where i heard it... which TV show ^^

but i can check  :P


seems a crop plant but that can get as high as an orchard ^^
(http://i.dailymail.co.uk/i/pix/2013/09/20/article-2426591-1BED720E000005DC-439_964x643.jpg)


but in fact, seems not really that high but is more a rampant and it needs wood racks to get up. kinda like vines
Title: Re: Technical questions
Post by: Nilla on November 24, 2015, 02:33:52 AM
Sure hops are high, very high, much higher than wine, and grows very fast. The plant grows from scratch every year, opposite to wine and trees, to 5 meters or more and need logs to rack on. I have seen a lot of it. If you travel between southern Germany (where I lived for many years) and Sweden, you pass an area called Holledau, where the hops to all(?) German beer grows. A lot of "sticks" in winter a lot of green in summer. As far as I know, the cones are used for beer. :)
Title: Re: Technical questions
Post by: Paeng on November 24, 2015, 06:12:37 AM
Yeah, hops is use to offset the sweetish malt and give a slightly bitter tang to beer...

Training them up trellises is mainly to stimulate growth by "catching" more sun...  ;)
Title: Re: Technical questions
Post by: A Nonny Moose on November 24, 2015, 09:01:57 AM
Hops is a green vine. https://en.wikipedia.org/wiki/Hops (https://en.wikipedia.org/wiki/Hops)

You really can't make a grain beer with any taste without it.  Perry (Pear beer) and Cider (Apple beer) do not use hops, nor I suspect do any of the other fruit concoctions suggested in this game.  Most fruit beers are actually distilled into Eaus de vie.  Perry -> Poire Williams;  Cider -> Calvados; Plums -> Slivovitz; Yellow Plums -> Mirabelle; etc.

I suppose Luke wasn't very familiar with fruit concoctions, and certainly knew nothing about purple Jesus made from alcohol and Welch's Grape Juice by U.S. soldiers in the Pacific Theatre of WW II.
Title: Re: Technical questions
Post by: Gatherer on November 24, 2015, 12:19:06 PM
There is potato crop in the game. We could make vodka.
Title: Re: Technical questions
Post by: Paeng on November 24, 2015, 01:48:59 PM
Quote from: A Nonny Moose on November 24, 2015, 09:01:57 AMYou really can't make a grain beer with any taste without it.

Quite true... in return though, according to German brewer tradition and the Reinheitsgebot ("Purity Law") from 1516, no ingredients but barley, hops, and water may be used to make the brew (the existence of yeast had not yet been discovered, so that was added later).

That law is often misinterpreted though -
QuoteThe intent of the law was to keep beer "pure" by feudal decree, that is, to keep cheap and often unhealthy ingredients — such as rushes, roots, mushrooms, and animals products — out of the people's drink. In medieval times, brewers often used such ingredients to raise their profits by lowering their standards. The word "Reinheit" (purity), however, did not appear anywhere in the original text. It only started to make its appearance in German legal texts around 1918. Until then, the law was usually referred to as the "surrogate prohibition." In modern times, the purity law is part of the German tax code. It states that, in bottom-fermented beers, that is, lagers, brewers may use only barley malt, hops, yeast and water. Specifically, this rule forbids the brewing in Germany of lagers containing spices (as do many Belgian beers), corn or rice (as do virtually all mass-produced industrial beers in the rest of the world), sugar (to be found in many Belgian and British beers), un-malted grains (required for many Belgian and British beer styles), as well as chemical additives and stabilizers.
...
Though called the "purity" law, its regulations do not imply that beers made by other nations are "impure." Rather, the significance of the Reinheitsgebot lies in the fact that German beer is all natural! It may not contain any chemicals, preservatives, or artificial process enhancers (such as artificial enzymes or yeast nutrients) nor may it contain any cheap and flavorless sources of starch (such as rice and corn). This means, a beer made in Germany is always a wholesome and flavorful product. It is the art and craft of the brewer that turns the Reinheitsgebot's simple and restrictive list of ingredients into a cornucopia of beer styles, from blond to black, from light to heavy.

Source: German Beer Primer for Beginners - Why German Beer is Special
Sorry, I don't remember any URL...


Oh, and before you wonder -

QuoteInternational trade and the global economy have finally — after almost 500 years — got the better of the Reinheitsgebot. To the dismay of German brewers, the Reinheitsgebot, with its narrow selection of ingredients, was struck down by the European Court in 1987 — as a restraint of free trade. The restrictions it contained were held not permissible in the newly integrated European market.

After centuries of ensuring beer quality, the Reinheitsgebot, therefore, fell victim to the triumph of form over substance. Since the ruling, it has been legal to import beers into Germany that are brewed with adjuncts (corn, rice, non-malted grains and sugar) and treated with chemicals for an artificial head and a longer shelf life. German brewers, however, still adhere fiercely to the Reinheitsgebot as a matter of pride and tradition. German beer labels and advertisements still proudly proclaim the purity of the local brew, and many a German imbiber would not think of letting anything but a "pure" beer pass his or her lips.

:-X
Title: Re: Technical questions
Post by: A Nonny Moose on November 24, 2015, 03:07:03 PM
Well, the EU has created yet another reason to cease to exist.  Where I come from this kind of thing is called 'pissing in the soup'.

The purity laws would have had a hard time in Ancient Egypt where the beer was made from millet, and I don't think the hop plant grows in the north African desert.  Beer was the common beverage because the water was dangerous.  In order to make beer you have to boil the water and so pathogens are mostly removed.
Title: Re: Technical questions
Post by: Nilla on November 25, 2015, 03:36:34 AM
I lived in Germany in the 1980s and remember the discussions of the "Reinheitsgebot" very well. It was a really big thing to that time. I found it very weird, that the contents of beer was discussed with so much passion. That ingredients were considered hazardous in beer, that without discussion were put into baby food (a thing that was much more important to me to that time).

As a citizen of the EU, I have very mixed emotions about it. Much of its bureaucracy is horror and I am also quite happy that we still have our own currency in Sweden, but sorry @A Nonny Moose, I don't think we could do without EU either.
Title: Re: Technical questions
Post by: Paeng on November 25, 2015, 06:01:14 AM
Quote from: Nilla on November 25, 2015, 03:36:34 AMThat ingredients were considered hazardous in beer, that without discussion were put into baby food

Yes, that is quite scandalous.

However, as for the EU killing that law claiming it is "a restraint of free trade", now that is a sketch from Absurdistan.

Just another steppingstone for the lobbyists constantly pushing at our doors to finally have unrestrained access to chlorinated chicken, genetically manipulated grains and and and... Regards from TTIP...  :o
Title: Re: Technical questions
Post by: A Nonny Moose on November 25, 2015, 06:05:17 AM
Unfortunately, the EU could be much better than it is, but the idea of giving up certain sovereign rights could eventually cause a disappearance of some national identities.  After centuries of warring tribes, especially the Franks and the Teutons, this doesn't seem likely.  National pride is such a nuisance in little outfits such as you find in Europe.
Title: Re: Technical questions
Post by: Paeng on November 25, 2015, 07:06:39 AM
Quote from: A Nonny Moose on November 25, 2015, 06:05:17 AMthe EU could be much better than it is

Well, the problem is that what was meant to be a European Community based on similar values (not identities!) has been appropriated by war mongers, people clinging desperately to the capitalist carcass - it still kicks, but has been a zombie for a long time already...

And to make things worse, many countries are off-loading their dumbest have-beens in Brussels, some of them with truly spectacular failures under their belts (before they were shipped out to Brussels to lobby)...  >:(


Brussels is a hotspot for lobbyists, all 35 - 40.000 of them...

Here is an interesting map showing who is housing in the blocks (one square mile!) surrounding the institutions -
http://www.politico.eu/interactive/map-brussels-lobbyists-square-mile/
* interactive, just point at the red spots to see "who is who"...

Title: Re: Technical questions
Post by: A Nonny Moose on November 25, 2015, 10:54:01 AM
Good grief.  It is worse than the American Congress.  This is no way to run a "government".  The amount of information from this mob must just paralyse any effort to get anything done.  And, of course, since the European Parliament can only suggest and exhort, what a waste of human effort!  They don't need a terrorism threat to paralyse that outfit, they have enough yappers and flappers to do it.  The greenhouse gas emissions from all this is likely to cause a Heinrich event that stops the Gulf Stream thereby freezing the continent to death.

As for the tottering capitalism, creaky as it is, it remains the best system that has been tried so far.  Unfortunately is seems to be on its last legs, and probably has a case of Alzheimer's disease.  The whole system of paper currency is a matter of steadfast public faith.

I have a feeling that if anything happened to capitalism we'd all be back to bartering.  Probably a good time to start converting paper currency into specie.

Title: Re: Technical questions
Post by: Paeng on November 25, 2015, 11:26:28 AM
Quote from: A Nonny Moose on November 25, 2015, 10:54:01 AMThis is no way to run a "government".

Indeed... and that whole system is so deeply entrenched, so corrupt... I don't really see how this could possibly get cleaned up - short of some very very violent outbreak... but maybe that's not far off, when I see that Turkey shoots down a Russian MIG and then runs claiming a NATO defense case...

I wish I could say "we live in interesting times"... but all I see is a crazy world!
Title: Re: Technical questions
Post by: A Nonny Moose on November 25, 2015, 01:35:20 PM
Remember that "May you live in interesting times." is an Ancient Chinese curse.

I am afraid that times are not so much interesting as confused.  The Internet provides the chattering classes with too much information while allowing them to increase the ambient noise to something rather deafening.  We seem to have created a network of Babel, but we have no Babel fish to filter out the meaning.  Not only that, but cherry picking is becoming rampant.
Title: Re: Technical questions
Post by: assobanana76 on November 26, 2015, 04:34:34 AM
Quote from: Gatherer on November 13, 2015, 02:51:27 PM
Where is @assobanana76 lately? He's been missing (and missed) for over a month now?

hey guys and girls!! 
I'm alive!!  ;D
how long has it been!!  :-\
you were worried about me, huh ??
nothing to worry about!
is that I have had over a minute to play .. added to the fact that my pc soon "will pull the bucket" .. (not sure about this phrase translated! lol  ;D)
I have in whish list Amazon a new PC i3 and card gtx 750 but I do not think I can afford before one year !!  :'(
Meanwhile I got the trip "Lego" thanks to my son 4yo!
I also downloaded the software to build "modular buildings" for the city .. so I'm not very far from a city builder!  ;D ;D
what's new ??
Red. are you still working on your NMT?
in fact, I was expecting to start when you release you the NMT 2.0, and the team of CC their version 1.6
but I know that both of us are still working!
how are you all?
Title: Re: Technical questions
Post by: Bobbi on November 26, 2015, 06:30:42 AM
@assobanana76! Welcome back. We did miss you. I hope you get a new PC in time for the release of @RedKetchup's and Colonial Charters newest versions. I think they are both waiting for the beta version of Banished to be finalized. Rumor has it that may (or may not) be around December 10th. Crossing fingers. Can't wait to play with Red's new houses. If you haven't already, head over to the threads in mod discussions to have a look.
PS. I am hoping Santa brings me a new PC for Christmas, too.
Title: Re: Technical questions
Post by: assobanana76 on November 26, 2015, 07:04:20 AM
Quote from: Bobbi on November 26, 2015, 06:30:42 AM
@assobanana76! Welcome back. We did miss you. I hope you get a new PC in time for the release of @RedKetchup's and Colonial Charters newest versions. I think they are both waiting for the beta version of Banished to be finalized. Rumor has it that may (or may not) be around December 10th. Crossing fingers. Can't wait to play with Red's new houses. If you haven't already, head over to the threads in mod discussions to have a look.
PS. I am hoping Santa brings me a new PC for Christmas, too.

Oh great! Then you, like me, are waiting for their new releases !

P.S. I quickly read the posts that I got lost and apparently the beta gives many problems !
luckily I had not started any new city recently otherwise it seems that you can use the saved games !

for Santa Claus unfortunately I asked too many Lego for my puppy ( and me ) to ask even a new PC!  ;D ;D
Title: Re: Technical questions
Post by: RedKetchup on November 26, 2015, 08:00:09 AM
welcome back @assobanana76  :)

yeah still working on nmt 2.0 .... slowly but still working.
i just cant work on it 16hrs per day , 7 days a week , like ShockP ^^ but i do some time to time ^^

happy you still alive :)
btw, dont opt for the beta 1.0.5 ... wait the official release :)
Title: Re: Technical questions
Post by: Gatherer on November 26, 2015, 08:48:06 AM
Nice to see you back @assobanana76
:)
Title: Re: Technical questions
Post by: A Nonny Moose on November 26, 2015, 08:51:28 AM
Welcome back.  You are not the only one in need to a new box of tricks, but like you I am afraid Santa doesn't have a new one for me either.  My system isn't in immediate danger of 'kicking the bucket' but the graphics drivers that support this version of Ubuntu are not on the latest issue (15.10) of Ubuntu, so I have reverted to the last LTS (Long Term Support) release 14.04 which will be kept current until 05 2017.  By then if I save my nickels (we don't have pennies any more), I might fund a new machine.  I think this time I will have one of the local OEMs build me a custom machine to my specifications.  Nothing special, a graphics system with on-board memory (4 GB or so), and an AMD Hex-core processor with 12 GB memory.  All my existing peripherals must fit on the new box so basically I need a desktop with a new mother board and a GPU.

Apparently Luke is actually working on getting a native mode program for Linux as well as a new Windows version.  I'd really like to have one that used GTK instead of Visual Studio.  It would make play a lot better if the multiprogramming Luke spends time setting up didn't get killed by wine.  However, GTK from VS is not a trivial conversion.  More like a total rewrite of the graphics sections.  Maybe he could convert the whole thing to a 3D display system like OGRE.  This package runs on Windows as well as on Linux and it is free.  He can also pick up the GNU development suite which includes an ISO C++ compiler (g++) as well as lots of other goodies to replace Visual Studio.  Funny thing about all this is that for an individual worker all this stuff is free and has support and well as a large supporting community.  There is also a wide choice of free Integrated Development Environments (IDEs).  According to the current software catalogue for Ubuntu there are 77,043 items available, not all of them free, but most are.
Title: Re: Technical questions
Post by: Bobbi on November 26, 2015, 09:11:34 AM
QuoteThen you, like me, are waiting for their new releases !

Yes, I will wait to start a new  town until after both Reds and CCs releases, which won't be until 1.0.5 is out of beta. In the meantime I have continued playing the town I started for a challenge over on CC for a "multiplayer" game http://colonialcharter.com/index.php/forum/tavern/2081-settlers-of-arcadia-banished-multiplayer with 1.0.4. Not using the beta, I will be selfish and let others test it.
Title: Re: Technical questions
Post by: irrelevant on November 28, 2015, 05:50:32 AM
This thread seems like it might be a good place for this issue. I've noticed the past few months that my UI panels are getting truncated short of the map edge on the bottom and right edges, per the image. Any ideas what is causing this and how I might make it stop?
Title: Re: Technical questions
Post by: RedKetchup on November 28, 2015, 06:56:13 AM
only in the screenshots ? but not in real time game  ?
maybe play with video resolutions ?
Title: Re: Technical questions
Post by: irrelevant on November 28, 2015, 07:46:19 AM
@RedKetchup no, it is in the game as well. Also, the Town Hall panel prevents clicking on anything located within a certain distance (several tens of pixels) of it.
Title: Re: Technical questions
Post by: RedKetchup on November 28, 2015, 07:54:41 AM
personally i have no idea, never seen that before.
Title: Re: Technical questions
Post by: A Nonny Moose on November 28, 2015, 01:05:57 PM
This might have to do with some incompatibilities with your GPU and the game's programming.  I've noticed that if you have multiple construction windows on screen, you often can't do anything close to them.  They get picked up even if you are away from the border markers.

There is a chance that this may be a problem with the current version of Visual Studio.  In the long run, a switch to a more robust graphics engine such as GTK might be an advantage.  The Gimp Tool Kit runs quite happily on Windoze (or did up to Windoze 7).
Title: Re: Technical questions
Post by: Gatherer on June 11, 2016, 02:56:44 PM
Time for a little old topic necromancy...

Is it possible to create a warehouse that stores only building resources or food or even just vegetables?
Title: Re: Technical questions
Post by: RedKetchup on June 11, 2016, 10:38:54 PM
yes. all is controlled by this line or function :


StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 8000;
}


the possible TAGs are :
Edible | Fruit | Vegetable | Grain | Protein | Tool | Health | Clothing | Textile | Coalfuel | Wood | Stone | Iron | Fuel | Alcohol | WoodFuel;
Title: Re: Technical questions
Post by: Gatherer on June 20, 2016, 09:02:17 AM
Question: Why do nomads still converge on a site of a long ago demolished town hall or any other building that spawns them and was later removed?
Title: Re: Technical questions
Post by: RedKetchup on June 20, 2016, 12:20:39 PM
it can take sometimes. probably the nomad are set up to spawn (and where to go) at the moment the time countdown has been launched
Title: Re: Technical questions
Post by: Gatherer on September 12, 2016, 06:24:59 AM
Is it posible to remove health effect from herbs and happiness effect from alcohol?
Title: Re: Technical questions
Post by: RedKetchup on September 12, 2016, 09:19:25 AM
bah you need an overwrite of each buildings with no happiness / health
having buildings that doesnt have those functions
Title: Re: Technical questions
Post by: Gatherer on September 12, 2016, 09:43:18 AM
Hmm. So it's bound to the buildings themselves. That's no good then. I always thought it was the items consumed/used that gave those effects.
Title: Re: Technical questions
Post by: Tom Sawyer on September 12, 2016, 10:37:05 AM
It is possible to remove the effect of health or alcohol. Just by replacing the flags in the rawmaterial.rsc... Do you have a certain idea behind this question @Gatherer ?
Title: Re: Technical questions
Post by: Gatherer on September 12, 2016, 10:49:58 AM
Removing health from herbs (revalued to 1 trade value) and using these "new herbs" + a new type of alcohol (ethanol) to produce medicine (with health effect). It would make early game a bit more difficult because you would need a production chain to get health.

I'm sure Nilla would love even more difficult start.
Title: Re: Technical questions
Post by: Tom Sawyer on September 12, 2016, 11:21:51 AM
Nilla will get Swedenbitters (if she wants^^). This stuff I have on my list a long time but not on top. Its the same idea like yours. To gather more than one materials in different locations and produce a medicine. The ingredients have to be flagged as pure vegetables for example and the new medicine as health. Same with alcohol. If this stuff has no alcohol flag nobody will drink it.
Title: Re: Technical questions
Post by: Pangaea on September 12, 2016, 11:22:22 AM
Any idea why the game sometimes crashes when saving? I click the Save button and the guy hammering away will stop moving, at which point I know the game has crashed. Sometimes there is a crash report and error message, and sometimes not. Naturally this is pretty frustrating, and I almost have my heart in my throat when saving. Sometimes there is a similar issue when loading the game.

Anything that can be done about this? I am on Linux, so that may play a part, but I remember this could happen back in the Windows days too, so maybe it's a game issue.

The picture below doesn't necessarily show anything weird, given it's static, but it shows what I mean. That guy stops moving, and the game becomes unresponsive. During loading in this case, but it happens more frequently when saving.
Title: Re: Technical questions
Post by: Nilla on September 12, 2016, 12:18:24 PM
Believe it or not; Schwedenbitter (at least what's called like that in Bavaria) is unknown in Sweden.  ;D

Many things in Germany, that's said to be from/typical ... Swedish are rumors as old as the 30 year war, as the Swedes were pillaging Europe (1600 someting). It's funny to study.

I´m not a big fan of production chains in Banished. There are other games, that makes that better and I find the simplicity of Banished is the special thing, that I like to be preserved, even if I do like difficulties. That´s the reason I haven´t played the CC mod a lot.

If production chains, than only if it really makes sense; you can´t get health withoyt making this potion. Than it might be OK with a few products of this kind.
Title: Re: Technical questions
Post by: brads3 on September 12, 2016, 12:19:23 PM
PANG u dont have any mods yet conflicting do u??i would say if u did b4 n turned them off then your regeddit file may b searching for a mod u aint using.unless u is under stream,in that case good luck.i hear bad things bout it taking control. b glad if when it kicked u out , the comp doesnt reset your mod order.lol. i had that happen n it can b fun to reset them all. start a game n later find out it had items missing so u cant build some building chains.
Title: Re: Technical questions
Post by: Tom Sawyer on September 12, 2016, 12:45:56 PM
Ok, then Schwedenbitter only to sell it as quacks to rich German tourists.^^
Title: Re: Technical questions
Post by: Pangaea on September 13, 2016, 06:25:04 AM
Brad, I'd appreciate if you didn't use text speak. It's harder to read :(

I'm not running any mods at all right now actually, and when I did (in the past) I never had any conflicts. So the cause of the crashing is something else. Either it's because I'm running the game on Linux, but since this happened on Windows too, I think it may have something to do with the game itself. Thankfully it doesn't happen all the time, but it does happen frequently enough to make me nervous every time I go to manually save the game.