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Village Blogs / Re: Abandoned - Cottage Grove - Story 42
« Last post by Abandoned on May 19, 2019, 07:30:28 AM »
Chapter 2

  We gathered wild foods and carried supplies to the building sites.  We had plenty of builders.  A fishing pier was built on the west river bank along with a cottage for the fisherman's family.  A tree stump next to the barn would serve as an outdoor classroom until a school could be built.  Two children would soon reach school age.  An animal shed would house the cow, sheep, and chickens.  We were already getting milk and eggs and soon we would also have wool.  I doubted we would need warm coats, the temperature was already quite warm for early spring.  Warm or not, we would need firewood.  A wood cutter and a cottage for the wood cutter and his family were constructed next to the stockpile.

  We did not get a field cleared to plant the wheat, the seeds would keep until next spring.  We saw 2 herds of deer grazing nearby so a hunting cabin and hut for the hunter were built south of the animal shed.  A small storage shed was built next to the hut.

  To the east of the woodcutter, a forester began planting the walnut tree seedlings we brought from Smallville.  He would supply logs to the woodcutter.  A cottage was built there for the forester and his family.  It would probably be a while before the walnut grove would produce nuts, and since our diet was not too varied as of yet, we decided a herbalist was needed to maintain our health.  A cottage was built across from the herbalist for the family.

 At the end of that first year we still needed cottages for 3 families, my own included.  The animal shed was sufficient to protect the animals from the weather which remained mild, and we had no snow so far that winter.  Diapers for the 6 newborns were hung outside on the washlines to dry.
General Discussion / Re: Maps for Kid Westward Ho - The Wagons!
« Last post by BeatlJoe on May 19, 2019, 06:57:46 AM »
Here's a list of my modes.
General Discussion / Re: Maps for Kid Westward Ho - The Wagons!
« Last post by BeatlJoe on May 19, 2019, 06:52:21 AM »
Thank you for answer.
Now I noticed that I was writing bad mode.
I have the "Kid - Westward Ho V1.02".
At the top of the mode menu and other mode to change the game I do not use.
General Discussion / Re: Maps for Kid Westward Ho - The Wagons!
« Last post by kid1293 on May 19, 2019, 06:39:35 AM »
If you have another mod changing start condition it will show when you use this mod.
This is only the wagons. NO start conditions. If you like the prairie try the full mod.;sa=view;down=451

There are some incompatibilities with RKEC. If they get severe. Choose one of them.
General Discussion / Maps for Kid Westward Ho
« Last post by BeatlJoe on May 19, 2019, 06:30:34 AM »
Please, give me an advice.
I Play Great mod "Kid Westward Ho V1.02" by @kid1293.
But maps with lakes are generated, which is quite unusual for the prairie.
I tried to generate by seeds from @RedKetchup, but it doesn't work for me.
Can anyone please advise me on the map code with the minimum water?
Thanks for the reply.
Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
« Last post by brads3 on May 19, 2019, 05:31:01 AM »

             there are 3 educated females between the fort and colonial farms,another 3 in the wharehouse districts. formula says we need 6 houses. i haven't checked the pine village.beeswav needs processed,but we need more honey for any jam shops.

            we start clearing 2 cropfields and 3 orchards.a candle shop  is built next to the RK blacksmith.a tailor is added to the colonial village.along the way,5 houses and more barns need built.

          while the bannies are busy working,a 2nd vendor will help at the mine farm is far enough out that he can use the help.our food barns do need emptied more for the farmers.we don't want to pull the food into a large wharehouse and away from the other villages. we do need more  food to the west.a market puzzle food market will supply the west wharehouse and pasture workers.then the 2nd worker will switch from the farmers market to here.

      i tried to send the RH tailor to make linen clothes with the flax.he should use TANDY's flax.if i had the flax patch enabed, that would have it is 2 tailors are set to make leather coats.

     radishes,roots,chesnuts,and grapes will be planted next year. the pine village reports they have used up all the maple sap.with more graduates,we need 4 more houses next year.

pic 1:candle shop
pic 2: colonial tailor
pic 3:root and radish fields
pc 4: grape and chesnut orchards
pic 5:puzzle food market for the west workers
Mod Discussions 107 / Re: Looking for: Slowed tree growth
« Last post by Tom Sawyer on May 19, 2019, 12:17:37 AM »
Can be you need to start over with this mod or at least it will need time to see the effect if added to a running game. But wood a more critical resource rather not yet with this tweak. The output of logs over time is the same as vanilla and even more at the beginning. It becomes then equal because of the slower growth and just feels more realistic since you can't watch them growing anymore.

To make it more rare will need extremer values. Up to 10 years to mature worked in my tests. With even slower growth, foresters tend to end up in christmas tree plantages and the radius would have to be extended a lot but maps and walk distance are limited. To simulate what you describe needs a more complete overhaul. In main mod I removed sustainable forestry from early game where you can only build woodcutter cabins that doesn't care about planting plus wood extensive productions like charcoal burning (iron processing) and glass making. Just those things that caused deforestation in history. Together with the DS Industry mod it got even that switch from a wood dominated economy to coal/coke industry and we linked the mods together already but was not really finished.

If you like to experiment with more than this tweak, let me know. :)
Mod Discussions 107 / Re: Looking for: Slowed tree growth
« Last post by Nicole9 on May 18, 2019, 05:38:02 PM »
I'm trying the mod out now! Really incredible that you would create a separate mod, your a boon to this community  ;D

I'll put the mod through a normal 50~ years playthrough today and see how it works in practice.

 I have been interested in having wood become more of a critical resource than it is in the base game, forestry management is an often overlooked aspect of pre-industrial and industrial history. In reality, every tree within a pretty great distance of an urban area would have been forested, but in my "realisim" playthroughs in banished, the forests usually grow quicker than I can cut them, and I end up having dozens of stockpiles and warehouses just to store the excess wood growing into areas that are supposed to be open, without even managing the forests further away.

From what you described in your post, it sounds exactly like what I was hoping to find.

Village Blogs / Re: Abandoned - Cottage Grove - Story 42
« Last post by Abandoned on May 18, 2019, 02:15:36 PM »
Yes, the Covered Wagons are deco pieces from Kid Westward Ho Wagons, the cow and sheep are deco from Kid Abandoned Places, and the deco people are from Jinxie Festival Park  :)  I was very pleased how these fit together for the starting scenes away from actual starting place on the map.
Suggestions and Mod Ideas / Re: Red's new Work In Progress (3) thread
« Last post by RedKetchup on May 18, 2019, 01:29:02 PM »
Will this honey be just honey or wild honey?

regular honey , same honey as rkec.
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