Economy breaking structures in 1.7
#35


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8733-buildhappy/&do=hovercard" data-mentionid="8733" href="<___base_url___>/index.php?/profile/8733-buildhappy/">@BuildHappy</a> judging by what I can see here, it will depend on how the modder, in this case you marked <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a> & <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8760-tom-sawyer/&do=hovercard" data-mentionid="8760" href="<___base_url___>/index.php?/profile/8760-tom-sawyer/">@tom Sawyer</a> mods, coded their houses, as to what fuel the house will use for heating - not all houses use the same fuel sources.  Some houses will only take 1 flag of fuel, whilst some others will take 2 (I can't remember the exact flags, Fuel | Fuel2 , so some will be affected by the lack of firewood.




For those playing just with <abbr title="MegaMod">MM</abbr> & <abbr title="Colonial Charter">CC</abbr>, this shouldn't be a problem (I can't speak to all the <abbr title="MegaMod">MM</abbr> houses) - but, certainly for those outside of this forum, you may want to make sure you always keep Firewood on hand, even if it's only 1 or 2 choppers, in a remote outpost [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> 




There was a conversation over at World of Banished about making all houses accept a 'structured' standard of fuel, but I don't know if that was put into place (I don't crack the code [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> ), so it may be worthwhile if you notice only a few houses freezing to go to the modders thread on WoB and just dropping them a comment there asking if they included all Fuel types, or creating a post here and tagging them [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />  Some do read their tags [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />



I'm not convinced that this is a mod load order issue, and I'm sure I've posted before for you the load order for Banished 1.0.7 (included if I haven't), and <abbr title="MegaMod">MM</abbr> / <abbr title="Colonial Charter">CC</abbr> orders.  Your other mods are fine to leave above them all, not sure how you have the Pine Set and other PEI mods listed, so if you're unsure, or you're also running Bartender's Nat Diversity, I can also post the specified load order to get them to all work together as well - so you have more goodies at startup. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />



If you're still having problems, let me know [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />  I'll see what I can help with.  But, first thing is - if it's the same group of houses that don't use the other fuel, then I'd say that's a code issue, and only the modder can choose to change it or not. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />


[img]<fileStore.core_Attachment>/monthly_2017_06/5951c00fdfaeb_120170513dSUpBLMM.jpg.768d856a44b98cd0414715ffcef15287.jpg[/img]
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Messages In This Thread
Economy breaking structures in 1.7 - by Henslykg - 02-04-2017, 08:40 PM
Economy breaking structures in 1.7 - by stiles - 02-04-2017, 09:20 PM
Economy breaking structures in 1.7 - by Henslykg - 02-05-2017, 04:48 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 07:53 AM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 10:42 AM
Economy breaking structures in 1.7 - by estherhb - 02-05-2017, 11:17 AM
Economy breaking structures in 1.7 - by Paeng - 02-05-2017, 01:28 PM
Economy breaking structures in 1.7 - by stiles - 02-05-2017, 04:22 PM
Economy breaking structures in 1.7 - by elemental - 06-19-2017, 06:01 PM
Economy breaking structures in 1.7 - by stiles - 06-20-2017, 04:26 PM
Economy breaking structures in 1.7 - by elemental - 06-21-2017, 07:51 PM
Economy breaking structures in 1.7 - by Ketchup - 06-22-2017, 02:32 AM
Economy breaking structures in 1.7 - by stiles - 06-23-2017, 01:54 PM
Economy breaking structures in 1.7 - by Ketchup - 06-23-2017, 02:10 PM
Economy breaking structures in 1.7 - by Ketchup - 06-25-2017, 05:46 AM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 12:29 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 08:25 PM
Economy breaking structures in 1.7 - by estherhb - 06-25-2017, 09:17 PM
Economy breaking structures in 1.7 - by stiles - 06-25-2017, 10:01 PM
Economy breaking structures in 1.7 - by estherhb - 06-26-2017, 09:49 AM
Economy breaking structures in 1.7 - by stiles - 06-26-2017, 05:35 PM
Economy breaking structures in 1.7 - by QueryEverything - 06-26-2017, 07:16 PM
Economy breaking structures in 1.7 - by Freedom - 06-27-2017, 03:44 PM
Economy breaking structures in 1.7 - by stiles - 06-27-2017, 05:59 PM
Economy breaking structures in 1.7 - by Freedom - 06-28-2017, 07:31 AM
Economy breaking structures in 1.7 - by Ruhly - 07-01-2017, 07:07 PM