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It's been updated for V69, let me know if there are any issues!
I haven't gotten a chance to do a thorough run this time.
As for showing as incompatible, you need to edit the _Info.txt in \content\1162750\3203128094\ where all the versions are for that otherwise it should just work with what I mentioned below. Just edit "GAME_VERSION_MAJOR:68," to 69.
I would upload an updated version of the mod to the workshop myself but I don't want to jump the gun in case the mod author is just waiting for some stability for v69 as its still a bit buggy and lots of new file layouts.
Missing property: POSSESSIVES, in object starting at line: 1
\content\1162750\3203128094\v69\assets\text\race\Lunaari.txt
Then find your Steam Workshop folder and go to "1162750\3203128094\V69\assets\init\tech" and open Lunarri.txt in Notepad++ (Or Notepad if you're a boring scrub)
Go down to line 6 it should say "CATEGORY: 99," and add a blank line 7 under it and add "COLOR: 255_255_255," to Line 7, save the file and it should now function in v69.
(I'm not a coder, Syx seems to have a very good error reporter and it let me figure out what to do.)
That's solid reasoning, it'll consume wood at relatively the same rate as a carpenter but it's a late game building so it should be better and you should be able to supply it with the wood you need. I shall update the mod to fudge the numbers a bit upwards. And of course they should like to work in the sawmill, it doesn't make sense for them not to.
@amjh
I see that I indeed forgot to add humans to the list of people that like refined wooden buildings
Update should be live in a few hours
The Lunaari sawmill thus twice as efficent when it comes to wood consumetion and only the upkeep of it needs iron making the sawmill itself is a later game building without trading.
But fair is fair althought why they don't like to work there?
I didn't manage to get that error message haha
I have WarMasters as well, but it doesn't seem to cause any problems?
My load order is:
0: Vargen
1: Draken
2: Warmasters
3: Lunaari
And this runs well.
I am not aware of any conflicts or compatibility issues.
I have no intention of removing the refined wood resource.
I had fun making it and I learned a few things, so I personally gained a lot.
And as a massive added bonus, a lot of people seem to enjoy it too!
On top of that, it's been encouraging to see the numbers and messages!
I'll be making more stuff in the future for sure.
As described, sawmills should only output 25% more furniture than a carpenter does if they had the exact same modifiers. If your sawmills are producing way more than this, then I'd like to investigate further and kindly ask for your savefile!
You are correct:
Carpenter produces 0.75 furniture per 3 wood
Sawmill produces 1 furniture per 4 refined wood
This alone is a 25% increase in both input needed and output given
Added to this is the x2 efficiency of raw materials required (as 2 wood -> 4 refined wood)
This efficiency does not effect daily output, however.
This is offset by the workforce you need to sustain this rather than the raw input.
You need 1 carpenter to get the furniture, whereas you'd need 2 'sawmillers' to first produce the refined wood, and then the furniture. Both in workforce and rooms/building space.
I'm okay with reducing the rate from 4->1 to 3->0.75, but I think it's a nice reward for putting in the effort and manpower?
The Lunaari Sawmill, it costs 2 wood to make 4 refined wood. Then 4 refined wood to make 1 furniture
In the normal carpenter station, it costs 3 wood to make 0.75 furniture (and this is with me having upgraded the carpenter output with technology). I think this is a major oversight as you can effectively print wood. I have 26 workers in my current carpenter station and only 9 in my sawmill. The 9 workers can produce 200 furniture in a half day where as my normal carpenters can produce only like...25 or so. I didn't do the exact math.
Anyways, just a oversight I saw. Please fix when possible. Love the Lunaari, I hope that you keep this mod updated ^^