Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
KevinTheCynic

Some things to know with the new resources (build 1.0.7, CC 1.72)

TIP: Build storage yards! All of them! :D

I've been playing with CC 1.72 and a lot of mods remade for build 1.0.7 and one thing I have noticed is that I have been overlooking a simple but important aspect of the new game. The new resources require new storage, we know this from what the CC team have mentioned but while everything is still new to us Players, it's really easy to forget this.

I lost a lot of bonemeal before I realized I needed a separate type of storage for it and I have just spent three seasons waiting for Necora's Pine Cider Press to be built because although I had lumber providers (the Sawpit from CC and the Pine Lumber Cutter from the Maritimes mod - I built both because for about 20 minutes I thought maybe the two types of lumber were different!), lumber was not being delivered to the construction site.

The reason was simple enough once I realized it... the lumber needed the Construction Materials storage yard and I hadn't built one. So the 80+ units of lumber I had made were lost because they could not be stored anywhere. :face29:

So the moral of the story is, there are small but very significant changes to the game due to the new resource flags. Explore the new resource chains before thinking something is bugged. Build the new storage yards, otherwise your new resources will be lost. :)

 

P.S. I'll be posting this over at World of Banished as well where my user ID is TheOtherMicheal (that ID is a small tribute to a friend who committed suicide some years ago) so there's no need for any worry that someone is stealing my post from here! :P

Share this post


Link to post
Share on other sites

I'm confused.

A regular storage barn should hold your bonemeal. And a regular stockpile should hold your lumber.

Is that not the case? I just looked at the code, and that's what it claims to be doing.

Share this post


Link to post
Share on other sites

Are we maybe talking about Specialized Stockpiles?

Share this post


Link to post
Share on other sites

The regular barn will hold the bonemeal but I was using a small storage building (from a 1.0.6 mod) close to the hunters so the bonemeal was left sitting in the fields until it "decayed". It was too far away from the main storage barns for anyone to collect it.

And yes, this is in reference to the special stockpiles that CC provides. I got rid of the vanilla stockpile to make room for homes and I never rebuilt it because it's more efficient to use the specialized versions.

As I said above, with the new aspects provided by the new resource flags, it'll take a little bit of time for people to get used to it. It's been very easy to continue old game habits and find a problem because I was still thinking about how it was done in the older Banished build and not realizing that I have to approach it differently now. So yeah, players should not assume that there is something wrong with the new build, new version of CC or anything else.

Share this post


Link to post
Share on other sites

This highlights one of the problems that can occur when using older mods that haven't been updated to include the new Flags.  To store Bonemeal, that owner of the mod for the small barn would need to add the new Flag "Miscellaneous" to the list of the types of items it can store.  It's safer to only use mods that specifically state they are for 1.0.7.

1 person likes this

Share this post


Link to post
Share on other sites

I'm using a selection of mods made for build 1.0.6 alongside mods for build 1.0.7 and there is no problem at all with using them so far. I haven't found any sort of risk using them with build 1.0.7 and I don't believe that there's any need to stop using them. The only consideration is that some of those older mods obviously are not able to do everything that similar mods from the new build are able to do. They are not receptive to the new storage behaviour but they are still perfectly capable of storing all the items flagged with the older resource flags.

Thus the purpose of my original post which was to say to players, "Some things are different now, if you find something that seems strange don't assume it's a bug, it might just be a case of changing your approach to town building".

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0