Banished Ventures

Brad

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #6470
    Brad
    Participant

    not always no. some things do place but don’t require materials to build. with NECORA’s empty space mod ,you can also block passage thru areas.can be handy for ghosted decorations.

    in the case of the fort. the walls didn’t require the logs. the towers,storage,and any workplaces added did require logs.

    you are correct that it used to be that “ghosted” referred to items that didn’t require logs and the bannies could walk through them. nowadays, i use the term ghosted to mean the building or item didn’t require material to build.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6458
    Brad
    Participant

    YEAR 6 and 7

    we traded for some glass. a cemetary was fenced. we also worked to build 2 lookout towers.our fort walls will build between these when we have logs to spare. to conserve logs, i used CC towers with KID’s fort walls. this works so that bout half the walls are ghosted and didn’t need logs to be built.

    2 men left the fort and headed north to hunt and bring back meat and leather.

    pic 1: cemetary and fort towers
    pic 2: fort gate and hunting tower. this tower doesn’t hunt a radius. functions as a workplace which gives better output totals in tight spots.

    pic 3:east wall, to the west of the gate is storage
    pic 4: fort wall overview,the wall sections are ghosted and did not require logs but the CC towers and other parts did.

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6454
    Brad
    Participant

    thank you ,TOM. there are some interesting new toys there. i do have some of your mods in the toolbox. the quick hunter and fisherman get used often. the North wharehouse does as well.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6446
    Brad
    Participant

    YEARS 3 to 5

    there aren’t many trees near the shore here. to conserve logs, we will collect reeds,dry them, and use bundles to heat our houses. these houses do burn thatch that is collected during construction.we need lots of logs for the fort walls.

    to stockpile more food,a 2nd field of squash was planted and we gathered food in the fall.

    we decide to dig a mine shaft for coal that we can trade. a RH building supply trade post will help bring more supplies.the trade post will also stock bonemeal and pelts.

    in our 5th year, 4 nomads arrived.they will stay at the barracks until we can harvest more logs.we also had our 1st death.the builder fell off a ladder.

    pic 1:reed farm
    pic 2: reed bundler
    pic 3:coal mine
    pic 4:RH building supply trade post
    pic 5: houses for the miners

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6444
    Brad
    Participant

    YES thank you. what is the trick?

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6440
    Brad
    Participant

    i didn’t mean to post the mod order like that. was hoping for a way to make it a scrollable box.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6433
    Brad
    Participant

    ABBOTTSTOW-5433340,CC water world,medium size,fair climate,no disasters, medium start seeds-squash and walnut
    i put the maps in alphabetical order for the year. since this is the 5th year of the series,the map codes will start with a 5.

    GOAL-America is a huge country. it was settled by several different countries and in several locations. with that and the site change, i decided to build a new landing fort from which the Bannies will go out and settle more lands.

    this is a CC water world map. everything to the east is considered ocean.to show the many change to the game over the years, i used the Nat Div grass and gathering mod. i actually prefer this grass since it is short.makes it easier to see. the pine mod works to add the trees and trapping to the map. however, there will only be deer and ducks on the map, no other wild animals.

    this should be a short map,so i took a lot of files out of the mod order.

    we start on the north shore of a cove. everything from the 2 rivers in the north and the main river to the south eastward is considered to be ocean.Banished does not have a full water plane, so if i removed the ground it would show a void.

    once the squash is planted and a barracks built to keep us dry,we start building some service workplaces. tools,clothing,firewood,and lumber will be needed to support more settlers. we will need to conserve logs with the lack of space. a combo forester and some small pine cabins will work to cut more trees. a mini townhall will work to bring more settlers in a few years.

    pic 1: map settings
    pic 2: map start
    pic 3:arrival ship
    pic 4: workshops and barracks
    pic 5: combo forest with pine mod houses and storage
    pic 6: commander’s house

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6431
    Brad
    Participant

    mod order

    [Misc]
    Description=jan 2021, CC J, restart series||3.5g, 99 mods
    [Profile]
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    banishedUImaps=1
    unlimited=1
    OneStopAllMining=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    NatDiv=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    MyPrecious=1
    LivestockForTrade=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    FeatherPatch=1
    Compatibility107=1
    ColonialCharterJ=1
    CompatibleBuildings=1
    GatherersWarehouseAndBarn=1
    FruitVegBarn=1
    EBSVProduction=1
    EBMarkets=1
    EBLeatherWorks=1
    EBFarmHouse=1
    EBFarmHouseA=1
    EBWinery=1
    EBStorageSet=1
    KidPortableMineRKEC=1
    KidSettlersDeco=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidTinyDowntown=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidGhostTownHouses=1
    KidGhostTown=1
    KidOldTown=1
    KidWorkshop=1
    KidGHLightHouse=1
    KidGrannyPark=1
    KidLogDepot=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidPlimothHarmonized=1
    KidPlimothPlantation=1
    KidRowHousing=1
    KidRowBusiness=1
    NomadSignComplete=1
    KidVegetableGarden=1
    KidSomeBoats=1
    KidForestPonds=1
    KidHouseBoat=1
    ForestCombo=1
    marketpuzzle=1
    KidGothicFantasy=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    Ketchup=1
    college=1
    DecorativeItems=1
    PlymouthHouse=1
    OldHunterHut=1
    TrainingCampMain=1
    TrainingCampDeco=1
    newmedievaltown=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    fountainlite=1
    GrassyRoads=1
    NewTrees=1
    StorageShed=1
    SpecializedStorage=1
    SJGL_Small_Markets=1
    GrowRoots=1
    SmallTipi=1
    MaritimesSherbrooke=1
    MaritimesRiffle=1
    NECEmptySquare=1
    MaritimesStorage=1
    MarbleQuarry=1
    Terraform=1
    in reply to: Stockbreeding Labor Output #6418
    Brad
    Participant

    i think many things in Banished are coded by Luke in such a way that modders have an affect but it is limited. kinda like the game has to make 2 checks before deciding how it should act. 1 for the modders code and 1 for the complex coding that Luke designed deeper in.

    i know in the RKED ,pigs breed slowly even with a worker.RED checked his coding and we never figured why they do that.doesn’t happen to any of the other animals.

    in reply to: switch blog from WOB? #6412
    Brad
    Participant

    the uncertainty of the site was 1 of a few reasons for switching.i have not been able to get WOB to load for 2 days.

    in reply to: switch blog from WOB? #6408
    Brad
    Participant

    thank you. that is 1 way to put it i supose. there was talk also of chnages to the site coming after the new year. today i can’t get WOB to even load up.

Viewing 11 posts - 381 through 391 (of 391 total)