Banished Ventures

odessacubbage

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  • in reply to: Now the people are hoarding coal and wheat #6141
    odessacubbage
    Participant

    Coal isn’t used for making tools, charcoal is. Charcoal shouldn’t end up in people’s houses as it’s not a heating fuel in game. Heating fuels are firewood, peat, and coal.

    Can you provide a screenshot of the good menu for the export trader? (Not the inventory menu) Also a screenshot of wherever your coats and ale are being kept.

    Dunno what to do about the wheat part unfortunately!

    in reply to: Sandpit – sand limit reached #6125
    odessacubbage
    Participant

    Oh, sand pits produce gold on occasion? I never knew! I’ve wondered where that extra gold I sometimes find in my trading post comes from.

    in reply to: North 7.1 Beta #6070
    odessacubbage
    Participant

    Personally I quite like the viking stuff, adds a very unique and memorable feel to the mod in my opinion. I can’t think of any other viking themed city builders, lol.

    More town-type stuff would be cool too though.

    in reply to: North 7.1 Beta #6065
    odessacubbage
    Participant

    So now that Boglands is out, got any thoughts you’re down to share on what’s next for North?

    in reply to: North 7.1 Beta #6057
    odessacubbage
    Participant

    Found a small typo, when choosing the starting condition Survivor it reads: “ragged clothes und the will to survive.” I assume it should read and rather than und.

    in reply to: Stones and boulders #5970
    odessacubbage
    Participant

    Oh, I really like the boulders from quarry idea, makes a lot of sense to me!

    in reply to: Starting Conditions #5571
    odessacubbage
    Participant

    Oh man didn’t even think about that limitation with the rivers, you’re right.

    Alright here’s another idea that may or may not be doable: ruins start. A bunch of half built buildings that require glass or brick to finish, meaning the player had to tech up in order to complete them, and in the mean time they dwell among the ruins of this abandoned town. Dunno if that can be done, but it would be pretty neat. Might end up having to be a scenario though like you said.

    in reply to: Starting Conditions #5566
    odessacubbage
    Participant

    If you’re open to suggestions, I think a setting inbetween survival and the others would be cool, like no seeds or animals but at least some food, tools, and clothes.

    Or one where you start with a dock but nothing else, making the player rely on trade to survive for the first few years could be interesting.

    Regardless of these suggestions, I look forward to seeing what you come up with down the line!

    in reply to: Starting Conditions #5563
    odessacubbage
    Participant

    Ah I see, that’s good to know! Do you think you’re going to add any more starting conditions as things go along? I really like the variety to chose from compared to vanilla.

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