So after seeing
@Nilla's RKEC town over the weekend, I was impressed enough by what I saw to download the mod and give it a go. This is the only mod I have enabled for this town.
So far, I think it is awesome.
Image 1: Late Summer 5, the hunter is off the hook! Cranking out lumber, iron, copper, tools, firewood from thatch, linen, and coats.
Image 2: Late Autumn 6, getting ready for production of the first serious trade good; sand, firewood = glassware + water, flowers = perfume, TV8 each.
Image3: Early Summer 8, the Lighthouse/Town Hall is just completed.
@Nilla, only two barns! ;)
It IS an awesome mod. It's my favorite and go you for using it!
Yes, it´s an awesome mod and it´s also awesome to read a new blog from you
@irrelevant!
You are very welcome back! :)
(I know you made a few guest appearances with your super ultra tenure town.)
Only two barns? What has happened to you? Aren´t there any hidden markets or carts we don´t see? ;)
Edit; we can even see them plain and clear if we look; each house has its own store. I´m relieved!
@irrelevant without stores? No way that you change that much! ;)
looking great !!!!
Quote from: Nilla on July 03, 2019, 02:07:15 AM
Edit; we can even see them plain and clear if we look; each house has its own store. I´m relieved! @irrelevant without stores? No way that you change that much! ;)
As always,
@Nilla misses nothing! ;)
Early Summer 11: Got a second village going, making bricks and roof tiles, then moving on to the really important stuff: beer. :P
Early Spring 17: Tavern made 570 strong beer last year, don't think I ever made that much ale from a single tavern.
Got 5 greenhouses making 6000 food/year. I don't think the one stable could provide fertilizer for a sixth one. Edit: that's wrong, I just needed to add a second stablehand. Going to replace those farms with greenhouses and other productive things.
745 tools! Low on iron now though. Going to need to buy some, not much surface ore around nearby.
Recently added Friesian cows and a Red Dairy, milk production still too low for cheesemaking.
QuoteLow on iron now though. Going to need to buy some, not much surface ore around nearby.
Looking very good. Nice layout too :)
Interesting that you haven't built an RKEC iron mine. Are you planning on only buying iron you need?
Thanks!
@moonbelf I rarely build mines or quarries, but I should probably try some out for this town, just for the sake of research! Going to need a mine for those gemstones, in any case. :)
One of the "issues" with this mod is that you get a lot of export goods, especially if you want to test many of the special buildings and in the end; you need to buy something that makes sense.
@Nilla yes, I'm getting my two TPs all stocked up, but having trouble finding things I need to buy. I wish I could build a really big library, and just fill it chock-full of books
@RedKetchup ;)
Decided not to buy iron, I'm going to get it the hard/fun way.
Image 1: no need to build farms, no need to buy crop seeds.
@RedKetchup what do "fertility potion" and "healing potion" do?? :o
fertility potion and healing potion are both the same; they are an health and custom7 item: can be used to get 1/2 heart back. custom7 = miscelleneous.
Quote from: RedKetchup on July 10, 2019, 05:49:25 AM
fertility potion and healing potion are both the same; they are an health and custom7 item: can be used to get 1/2 heart back. custom7 = miscelleneous.
Thanks! Basically the same thing as herbs then.
yes. but a certain quantities are made by the process by adding a bit of water and flowers.
Ah, I hadn't noticed that they were an item to be produced, I had just seen them as items to order from merchants. Is it a product of the perfumery, or of the herbalist?
Quote from: irrelevant on July 10, 2019, 11:11:19 AM
Ah, I hadn't noticed that they were an item to be produced, I had just seen them as items to order from merchants. Is it a product of the perfumery, or of the herbalist?
apothecary :)
Ah, gotcha; thanks!
Early Spring 21: Took a batch of 12 nomads, built housing and a second greenhouse group. Also now have a couple of mines and a forge. Gold and silver ingots!
Village Three is a dock-town. Never built one before. It's an interesting change. Free-form!
I have to say, making jewelry is just about the most fun I've had in a long time! 8)
glad you are having fun with it. must be a big change for you from the vanilla. are you going to run this for 1000 years?
Quote from: irrelevant on July 15, 2019, 06:27:40 PM
I have to say, making jewelry is just about the most fun I've had in a long time! 8)
Do you find yourself having to micromanage making jewelry? I find I have to constantly tell the jeweler which gems to use from the gem cutter. And yes it's fun all the same lol.
Same question as BRADS3 ... 1000 years?
yes jewelry chain is super fun :) it is fun because it is totally random. and it is rare, you cannot deal with it and let it go :) it needs a bit of attention :)
Looking good! Welcome to the world of dock-towns, so much fun things to do with them.:)
Really ought to utilize those wood collectors in my game as well.
Quote
....1000 years?
Nope. ;)
Quote from: moonbelf on July 15, 2019, 08:13:44 PM
Do you find yourself having to micromanage making jewelry? I find I have to constantly tell the jeweler which gems to use from the gem cutter. And yes it's fun all the same lol.
Quote from: RedKetchup on July 16, 2019, 03:03:28 AM
yes jewelry chain is super fun :) it is fun because it is totally random. and it is rare, you cannot deal with it and let it go :) it needs a bit of attention :)
Yeah, definitely needs considerable attention. But your guys aren't going to starve or freeze to death if your Jewelry Maker runs out of sapphires to make pendants. ;)
Quote from: Artfactial on July 16, 2019, 04:45:05 AM
Really ought to utilize those wood collectors in my game as well.
The wood collector is very good. 200-300 logs/year with two workers.
It took some fiddling around to get the connection of the dock to the land to work right. It's a bit like a bridge, you need to make sure there is an accessible square at the end.
That is amazing.:O I'll go make a bunch along my river!
Quote from: Artfactial on July 16, 2019, 05:33:16 AM
That is amazing.:O I'll go make a bunch along my river!
Before you spam those all up and down, let me check those numbers tonight ;)
@Artfactial 235 logs one year, 237 the next.
Thanks! That still is a good deal!^^
I also remembered that CC and DS have comparable buildings in their dock sets so that'll make a nice strip water-logging.:)
Early Spring 29
Image 1: New forest groups on the northern fringe. Forester, Gatherer, Thatcher, Herbalist, X2.
Image 2: The two original villages; the fodder farm real-estate near the river is becoming too valuable to leave it in fodder. Time for some NMT 3-story stuff. ;)
Image 3: Dock Town is expanding.
@Artfactial Drifters Dock produced 342 logs with three workers, maxxed out.
why do you put a thatcher with a forester ? they will pass their time to replace what they planted together.
@RedKetchup The foresters aren't planting, only cutting. Those two areas will eventually be my new fodder fields to replace the ones by the river. The fodder farmers are spending half of their time planting, so they need some help with clearing out the rocks and trees.
Quote from: irrelevant on July 18, 2019, 03:07:14 AM
@RedKetchup The foresters aren't planting, only cutting. Those two areas will eventually be my new fodder fields to replace the ones by the river. The fodder farmers are spending half of their time planting, so they need some help with clearing out the rocks and trees.
oh ok. i usually manually clean the ground myself instead to make foresters cut ^^
Quote from: RedKetchup on July 18, 2019, 07:07:22 AM
Quote from: irrelevant on July 18, 2019, 03:07:14 AM
@RedKetchup The foresters aren't planting, only cutting. Those two areas will eventually be my new fodder fields to replace the ones by the river. The fodder farmers are spending half of their time planting, so they need some help with clearing out the rocks and trees.
oh ok. i usually manually clean the ground myself instead to make foresters cut ^^
I manually clear the area for the fodder farmer before placing him too. For myself, it's a faster way to get that fodder thatch going. I also clear ahead for any fruit plantations so they can start going faster. Maybe it's because I just want results faster lol.
@RedKetchup &
@moonbelf I'm not in any hurry. I'm just noodling along, having fun exploring this great modset!
Quote from: irrelevant on July 18, 2019, 08:57:49 AM
having fun exploring this great modset!
very nice to hear :) sorry if it makes it harder... got a lot of complains when i did it so i reverted back.
Quote from: RedKetchup on July 18, 2019, 11:28:43 AM
Quote from: irrelevant on July 18, 2019, 08:57:49 AM
having fun exploring this great modset!
very nice to hear :) sorry if it makes it harder... got a lot of complains when i did it so i reverted back.
Complaints about what? :o I've seen nothing so far that I think makes anything harder....
The first NMT block is done....
Quote from: irrelevant on July 18, 2019, 12:22:44 PM
Complaints about what? :o I've seen nothing so far that I think makes anything harder....
sorry i see some words / typos missing....
i meant, i made it harder at early version but people found it too hard / or were depressing about you get less food around ^^
so i reverted back to normal.
Well, there certainly is no shortage of anything. Normally I would find such bounty boring, but this mod has so much more going on than just surviving.
Quote from: irrelevant on July 19, 2019, 06:00:33 AM
Well, there certainly is no shortage of anything. Normally I would find such bounty boring, but this mod has so much more going on than just surviving.
Didn´t I say something like that? ;)
One question
@irrelevant. Do you have any problems with the distribution of water and fertilizer to your greenhouses? What is your strategy for this?
@Nilla I believe that you did say that ;)
Yes I certainly did have that issue with my greenhouses at first, but I think I have that sorted out finally. I have a stable with two workers for each greenhouse group. I have three water towers, one central and one on either edge. I keep an eye on the water inventory, and occasionally I increase or decrease the number or watertower workers as needed. It's been a few years since I had any greenhouses run out of inputs.
I should probably check how much fertilizer I have lying around ;)
you can use KIDs dung pile to store the fertilizer like a wharehouse. i do that before i have materials to build the greenhouses. keeps the fertilizer in 1 location and out of the workpiles. then after the greenhouses are built, you send the fertiizer from the dung pile back to them.
Quote from: brads3 on July 19, 2019, 08:06:02 AM
you can use KIDs dung pile to store the fertilizer like a wharehouse. i do that before i have materials to build the greenhouses. keeps the fertilizer in 1 location and out of the workpiles. then after the greenhouses are built, you send the fertiizer from the dung pile back to them.
Yeah, maybe next time. Not going to ever add any new mods to an existing game in progress; I've had very bad experience with that! ;)
Generally, there´s no problem to add more mods to existing games. I do it often. You must only kind of "know what you are doing". But I wouldn´t add anything to an RKEd game. The mod already has so much that there's no need for it and I also think Red has a "concept" for his big mod and at least I want to "feel" that concept the first time I try such a mod.
@Nilla that's exactly why I started this game with just a single mod, and I'm sticking with it ;)
Image 1: Early Summer 33, prime waterfront condos.
Image 2: NMT block two complete, block three underway.
Image 3: Dock Town, up close and personal.
looks good !!
Looking great! Those NMT house clusters are always a treat to complete.
The NMT district complete, I now have 70+ laborers out of ~260 adults. Time to start making some high-end trade goods. Going to turn the remaining old fodder-field into a manufacturing district for all manner of cool
@RedKetchup products.
those blocks of house is looking great !!
@RedKetchup all thanks to you! Here's more, just for you.
awesome, thanks you !
@RedKetchup (or anyone), the Furniture Maker needs "wood", how do I make that?
Wood means logs and he uses lumber too.
Quote from: moonbelf on July 21, 2019, 07:25:35 PM
Wood means logs and he uses lumber too.
yeah sorry , i tend to always say "wood" instead of "logs". probably cause i am french.
Quote from: RedKetchup on July 21, 2019, 08:59:47 PM
Quote from: moonbelf on July 21, 2019, 07:25:35 PM
Wood means logs and he uses lumber too.
yeah sorry , i tend to always say "wood" instead of "logs". probably cause i am french.
Ah, okay. Thanks to you both!
I love RKEC and play it a LOT lol
Image 1: Early Spring 38: The manufacturing district is complete, and high-end goods are starting to appear in the TPs. Growing flax in the two farms there, got impatient with the random herbalist output and bought seeds.
Image 2:
@RedKetchup do any of your decorative items have a happiness radius? I'm thinking they do not, since no one ever hangs out here in the Cat Park.
What happens to shoes and boots? I make them, and they disappear. Are they like ale?
Time to start expanding again. There's meat that needs smoking, salting, and drying!
Quote from: irrelevant on July 22, 2019, 05:21:46 PM
Image 2: @RedKetchup do any of your decorative items have a happiness radius? I'm thinking they do not, since no one ever hangs out here in the Cat Park.
What happens to shoes and boots? I make them, and they disappear. Are they like ale?
no deco has happiness attraction.
shoes and booots are kind of clothing. they stay shoes (clothing) or boots (warm clothing)
@RedKetchup So they are replacements/substitutes for coats? If you have boots you won't also need a coat?
Early Autumn 38: Overview
Quote from: irrelevant on July 22, 2019, 06:10:27 PM
@RedKetchup So they are replacements/substitutes for coats? If you have boots you won't also need a coat?
exact. replacements.
Lots of naked people with boots tho hahaha. I put the boots and shoes in the TP.
@RedKetchup Trying to make Fertility Potion in the Apothecary in my new NMT block. There's more than 100 oysters in storage, with more being added continually, but the guys working there just keep wandering around being laborers. Any ideas?
wrong oyster. you need mountain oyster from the pastures. ::) try the bulls
Quote from: brads3 on July 24, 2019, 07:20:13 PM
wrong oyster. you need mountain oyster from the pastures. ::) try the bulls
D'oh! ;D
@brads3 What kind of critters yield Mountain Oysters? Obviously the Red Friesians do not, nary a one in 40 years. Bisons? Pigs?
Late Spring 42: Another NMT block is complete. TP on the stream! 8)
Quote from: irrelevant on July 24, 2019, 07:43:55 PM
@brads3 What kind of critters yield Mountain Oysters? Obviously the Red Friesians do not, nary a one in 40 years. Bisons? Pigs?
hehe. Bisons and vanilla cattle(since they dont drop milk)
@RedKetchup merci, mon ami!
Just wanted to point out for anyone looking at these, the double wide roads between the NMT blocks is a deliberate choice, when NMT first came out a few years back, I made the mistake of using single wide roads between them. With a single wide road you are going to have a really hard time clicking on the ground floor units between those three-story buildings.
Also, it isn't a bad idea to include some alley-ways running cross-ways through those blocks. These can be single wide.
the very best ... is 3 tiles width and put CityRoads ontop of it (after been stone roaded)
What is CityRoads?
It's a beautiful mod to add "finish" to the wide roads :)
http://worldofbanished.com/index.php?action=downloads;sa=view;down=200
Looks nice! Two lane roads already baked in here, unfortunately. And it's not part of RKEC, or? A standalone mod?
The Old Smokery churns out smoked meat at a fearsome pace! Looks like 4000/year, if you can keep it supplied with meat.
Quote from: irrelevant on July 25, 2019, 05:25:02 PM
Looks nice! Two lane roads already baked in here, unfortunately. And it's not part of RKEC, or? A standalone mod?
It's a standalone :)
it is not in RKEC... maybe one day if i do a 1.4 update
So....how much more space do Bison need in a pasture than Cattle do?
Early Summer 47
Image 1: NMT Block Two expansion, falling behind on food a bit, so double greenhouses.
Image 2: Working on Docktown, still feeling my way here. Drying fish to double this resource. I was wondering whether building near the Drifters Dock would impair production; it does, so that will be moved further out onto the lake.
Image 3: Overview
Image 4: The hinterland, and some different UI panels.
How are the supply of water and fertilizer to all these greenhouses? You don´t seem to have that much of any of them. Unless I had a very large surplus, I always had some distribution problems to some of the greenhouses when I had lots of them.
@Nilla currently there is a surplus of both fertilizer (850) and water (2700), but the fertilizer surplus is slowly shrinking. The 32 greenhouses use about 2400 fertilizer/year to produce around 33,600 food. I'm making around
1650 2200/year at the
three four stables, plus another 200 or so from the pastures. I'm going to need another stable or perhaps two more.
Might as well build two. I overlooked one stable! So building just one more is good for now.
Water is no problem ever, there are 5 water towers and a comfortable surplus. Also making perfume and potions, so I keep a close watch on the water.
Distribution has been good so far, having surpluses helps. Each greenhouse group has a stable and a water tower nearby. But thanks for reminding me to check! I probably would have been running out of fertilizer next year sometime.
looking super good. i just feel you have too many laborers without jobs ^^
It is very impressive indeed.:) Awesome that you can keep that many greenhouses going! Suprised your pastures have such a small percentage of the fertilizer income, the stables appear way more productive either way.
Love those docks slowly smothering the lake.:P
Quote from: RedKetchup on July 27, 2019, 09:27:45 AM
looking super good. i just feel you have too many laborers without jobs ^^
@RedKetchup the guys that do have jobs already make more stuff than I need! :D Besides, having lots of laborers means the workers stay working and don't knock off every little bit to take their products to storage. And when I need to clear out a spot to build something, it gets cleared out tout de suite!
Quote from: Artfactial on July 27, 2019, 09:56:24 AM
It is very impressive indeed.:) Awesome that you can keep that many greenhouses going! Suprised your pastures have such a small percentage of the fertilizer income, the stables appear way more productive either way.
Love those docks slowly smothering the lake.:P
Thanks! The only livestock producing fertilizer are Bison and Cattle, just one pasture of each one, pretty small count really (17 Bison, 8 Cattle). Not ready to spam pastures everywhere, and the stables are a good way to use up the huge fodder inventory.
Yes, I plan to build all around that lake, with just enough water open for drift-logging and fishing.
Year 53 pop 895
Overview
Built a Pecan Lodge, I love Free Stuff™! ;)
Heh, after adding DS Townhouses, "Lumber" changed to "Timber".
Going to join the lake in image four to the river using RK Canals.
you need a gatherer hut near by to get your pecan buckets :)
Quote from: RedKetchup on July 31, 2019, 10:01:19 AM
you need a gatherer hut near by to get your pecan buckets :)
My 200 laborers won't get them? :)
Quote from: irrelevant on July 31, 2019, 10:10:42 AM
Quote from: RedKetchup on July 31, 2019, 10:01:19 AM
you need a gatherer hut near by to get your pecan buckets :)
My 200 laborers won't get them? :)
nop. it is gatherers' job :)
Tried and tried and TRIED, but never could get this island to go all the way away. Only cost me one house in the end though.
Used the primo real estate on the map for a
@Discrepancy village. Beautiful stuff! Could wish for a few more "F" options, like some windows in the blank walls of the Byggen Townhouses (for where they get used on corners). Also maybe a ground floor school. But the Brick Townhouses are superb (love the back yards and the oddball floating storage unit), as are the Stone Townhouses (I wish those had a few more options too)!
Got some room there for a few more blocks.
Ugh, may have to replace that one slate-roofed Byggen with a tile roof, cause I've got OCD pretty bad.
ETA: Of course the mod is by
@Discrepancy, corrected. Sorry about that!
Whew! That's better :D
@Discrepancy Expanded DS Village
Wish I had used full dormers on all the Townhouses :(
Aw, man. Starting to crash out. >:(
I've got a DS baker making cakes, have a TP set to collect them. I made cakes earlier with a RK baker using a different set of inputs. I bet that's it.
@RedKetchup help! :o ;)
Fortunately I made a save a this point, before I built the baker. We'll see if going back in time can rescue this town.
good luck
Yes, good luck! Hope your crashes go away after the reload.
That didn't fix it. This time it crashed when I was adding a vanilla dirt road.
Never add mods to an existing game. I "learned" this lesson once already.
This town is done.
I've read some posts about modifying the registry. I am not tech-savvy at all, is that something that could possibly help me here? Or is that useful only for starting a new town?
no,just new maps. everything is locked in the save files.
Aw, sad to hear, it is indeed playing with fire to add new mods to savegames, although some are far safer than others.
Was really liking those DS blocks; the townhouse mod is definitely one of my favorites.:)
i am very sorry. i cannot help there. no idea what happended in your game.
Quote from: irrelevant on August 09, 2019, 07:32:45 PM
That didn't fix it. This time it crashed when I was adding a vanilla dirt road.
Never add mods to an existing game. I "learned" this lesson once already.
This town is done.
yes and no. you can add to the game so mods that just add new buildings but do not change the functions will work. you can not change the game so mods that alter the start settings,processing of goods,building requirements to the main vanilla buildings,etc will cause issues.
there is a theory that since the game loads the top mod down,adding a mod to the bottom won't cause problems. since the coding above is locked,any new mod won't affect anything and the changes would be overlooked. as you have founf that theory is flawed. even if this did work,you aren't getting the full use of the new mod.depending on what all is in the new mod, much of it will be ignored and not loaded.
this is the part many players fail to realize. just because a mod was added and you see parts of it,doesnt mean that mod loaded completely. so the player won't get all the benefits or affects of the mod. kinda like buying a big pickup truck to go to the store and buy 1 bag of groceries or a bus for just 2 people. adjusting the mod order is the only way to merge mods and get the most out of them. even then, there is some give and take to how they will work.
in your case,you can try to go back several save points and try again.if you can narrow down why it is crashing, you might be able to save the map. i am assuming you have enough computer memory to run the mods.i am also assuming that you haven't reached the dreaded maximum storage or population crash point.you could go back to a save before the mod you believe is causing the crash and tear down all buildings that are affected with the new mod. could take a lot of time. if you added something recently,there is a good chance it can be fixed. you did play quite a while with some of the DS added.if you built a different building that is crashing the game,it might be easy to narrow down. since you used the DS for so long,i'd be surprised it was causing the crash. i suppose it is possable that a merchant finally got confused. if sounless you saved right as it was suppose to appear on the map,there is a good chance reloading the save would solve it. again,it depends how much tie you want to invest in trying to save the map. you can try going back farther to earlier save points.
Quote from: RedKetchup on August 10, 2019, 01:35:48 AM
i am very sorry. i cannot help there. no idea what happended in your game.
I know, mon ami. I was just making a joke. ;)
I've gone back to my oldest save, which unfortunately is not very old. We'll see how it goes.