Banished Ventures

Tom Sawyer

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  • in reply to: Updates #8433
    Tom Sawyer
    Keymaster

    Hi, I still have the plan and the wish to make another update. Worked a bit on it when I had time. It’s either a small one called “Timber” or the step to version 8 “Town Charter”. The latter means much effort for modelmaking though.

    in reply to: Ale house and town hall #8425
    Tom Sawyer
    Keymaster

    I just added the Thingstead and the Temple as separate mods for vanilla. The temple works with just firewood unlike in North7. It has no circle because covering the whole map.

    The Mead Hall I’m not sure yet how to make it vanilla compatible, with mead requiring honey requiring beehives and the completely different alcohol and trading balancing in vanilla. It might follow later. The temple serves as compensation. ;)

    Download under separated buildings in Mods..

    in reply to: Ale house and town hall #8421
    Tom Sawyer
    Keymaster

    My viking style townhall is the Thingstead and the tavern like building the Mead Hall. Both not yet available as separate mods for vanilla but I can make it. Probably with included beeyard to get the mead.

    The more you go for a full Norse setting I would rather suggest the main mod though.

    in reply to: frame houses if possible #8382
    Tom Sawyer
    Keymaster

    Seems not. Right below the frame houses. :)

    in reply to: frame houses if possible #8377
    Tom Sawyer
    Keymaster

    I added them under separated buildings on mods page. Have fun! :)

    http://www.banishedventures.com/mods/#buildings

    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8341
    Tom Sawyer
    Keymaster

    Somehow I like these little red houses. =)

    in reply to: Bloomery Problems #8293
    Tom Sawyer
    Keymaster

    Hi Swezil,

    there must be another mod on top of the North which includes iron ore in a category that the bloomery can’t store. It’s likely to cause other problems as well. You can only solve it by sorting out the conflicting mod. In general, the North doesn’t work with other main mods like CC and additional building mods should go below the main mod.

    in reply to: [Year 1 Challenge] Let Winter Come! #8276
    Tom Sawyer
    Keymaster

    Nice idea! Sounds extremely challenging and depending on map I think.

    in reply to: Norwegian translation #8275
    Tom Sawyer
    Keymaster

    Hi, a Norwegian translation would be very welcome! It can work also as a small translation with just names of buildings and resources to keep the effort low. I will send you a text file via email..

    Thanks for your offer.

    in reply to: Ale house stuck #7895
    Tom Sawyer
    Keymaster

    Thank you for reporting this. It’s not really a bug but unwanted side effect of the fixed limits in this game and of the fact that productions have to follow a certain limit. In this case even just gathering alcohol from outside follows the alcohol limit. There are many more tasks that should better not use a limit, like emptying storage or filling a clay spot. I can fix it by using one of the custom flags for those tasks but it will need a complete rework of resource categories and is something for a bigger update.

    in reply to: Hi again #7845
    Tom Sawyer
    Keymaster

    Hello Nilla, this is very sad news. But very nice to hear from you!

    Not much going on with modding Banished on my side. Just don’t find the time this year. But I made some small things now and then, so at some point there may be an update that wants to get tested. :)

    in reply to: Czech Translation #7818
    Tom Sawyer
    Keymaster

    The Czech translation for North7 can now be downloaded from mod page. Big Thanks to Sintax for his nice work on this!

    in reply to: Czech Translation #7783
    Tom Sawyer
    Keymaster

    Hi and welcome!

    A Czech translation would be great. I send you my string table of the latest mod version via email. The compiling part I can do as with the other translation mods, if you don’t mind. So you would need to deal only with a text editor.

    in reply to: A humble wish list. #7779
    Tom Sawyer
    Keymaster

    Yes, I know Kids farmyards and the animal pens in CC but I would like it not so much abstracted. It should have the breeding and slaughtering mechanics of pastures to handle livestock properly plus a feeding function to balance the small area.

    Necoras maritime docks is pretty much the same idea, that’s right. For the North mod I would of course make it in an old scandinavian style for 1 or 2 matching food resources.

    I forgot the rune stones that were mentioned. We talked about them here some time ago and it’s a nice idea, especially since the mod has boulders..

    in reply to: A humble wish list. #7777
    Tom Sawyer
    Keymaster

    These are all good ideas. Most are on my list of future content or I had it in mind but could not make it in a convincing way.

    Pigs for pork I wanted different than just as another livestock grazing in pastures. More as an alternative to that on small space in pigpens. But it was not possible to implement without changes in core game.

    Burial grounds with some simple stones as early game Viking style cemetery is on my list. It was only skipped in version 7 because a pure deco thing and items that expend gameplay got priority.

    An idea for later when introducing a drugstore was to let them make some kind of elixiers from schnaps + herbs to use herbs more efficient in late game. Bitters is probably the more original term for this. How or by whom would you like it to be made in game?

    Fishing docks with attached boats I wanted as production buildings that simulate maritime fishing, asuming fishers using sailboats to reach the coast downriver. They would bring back cod or herring or both randomly. Shipbuilding was an idea in general to utilize tar. Longships and so on you know.

    The idea with livestock mechanics used for fishing doesn’t work as you already suspected. Banished is quite limited with such things because no way to code new functions or mechanics.

    Feel free to write all what comes to your mind. Something can be very new and motivating to try when I can spend time for modding again.

    in reply to: Just loving this! #7764
    Tom Sawyer
    Keymaster

    Thank you, it’s always nice to read that people like it. :)

    in reply to: Smith won’t produce wheelbarrows #7700
    Tom Sawyer
    Keymaster

    Wheelbarrows are counted in “utensils” respectively “crafted items” together with pottery. So it stops probably due to pottery production hitting this limit and it has to be increased. Not clear for players especially without an option in smithy UI for this limit. Maybe I find a better solution.

    in reply to: How to remove decorative items #7681
    Tom Sawyer
    Keymaster

    Just click the item on the map to get its remove button.

    in reply to: Potash manufacture? #7656
    Tom Sawyer
    Keymaster

    I think it was one of those materials I liked to introduce by trading and let the people learn to produce it later. There are pictures of a historical ashery in my folder, so that must have been the plan. At least there is an option to produce potash in the glass factory.. if you drop down the menu. A bit inconvenient to switch from time to time but the alternative to trading.

    in reply to: Year 50, no bricks #7620
    Tom Sawyer
    Keymaster

    Those merchants are mean sometimes. They always bring 8 stacks of goods randomly picked. So the more items you order, the smaller the chance to get a certain one. And if you want them to bring many bricks and tiles for sure, then better to remove everything else from orders.

Viewing 20 posts - 21 through 40 (of 420 total)