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21
Mod Talk / Re: Medieval Town 2.04.1.0.6
« Last post by galensgranny on Today at 09:37:34 AM »
The fly fishing and deer hunting spot likely are also included in The North.  When not playing The North, they are essential items in my opinion, especially early on in the game to get quick food while waiting for things to be built.
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Mod Talk / Re: Medieval Town 2.04.1.0.6
« Last post by LadyMarmalade on Today at 09:25:00 AM »
@galensgranny Thanks for the reply. I'm actually wondering if the fly fishing and deer hunting spot are taken from The North as they look very similar.   I hope so - I particularly like the deer hunting spot one  and would like to use it outside of my North Game.

I think I know what you mean about Red's  'secret' debug mod. I found the thread where it was discussed and I can guess exactly where it differs from the standard debug mod. Unfortunately it's been removed I think!
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Mod Talk / Re: Medieval Town 2.04.1.0.6
« Last post by galensgranny on Today at 09:17:44 AM »
@galensgranny Wow and I thought I had alot of mods!

What is the NewDebug mod in your list? I also havent seen a Fly Fishing mod before..I need to grab that one!
That's probably why it can take up to 20 minutes for my game to load, sometimes a bit less.

The Fly Fishing Mod is by Tom Sawyer as is available at https://www.banishedventures.com/flyfishing/
If you don't have Tom's deer hunting spot, I suggest you get it. I can't find it on his website, but it is at https://banishedinfo.com/mods/view/853-Hunting
The NewDebug is I guess a sort of "secret" mod Red made for his personal use. He posted it somewhere in a thread but I can't find where. It is basically the same as the regular Debug menu mod.
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Mod Talk / Re: Medieval Town 2.04.1.0.6
« Last post by LadyMarmalade on Today at 08:42:59 AM »
@galensgranny Wow and I thought I had alot of mods!

What is the NewDebug mod in your list? I also havent seen a Fly Fishing mod before..I need to grab that one!
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Mod Talk / Re: Medieval Town 2.04.1.0.6
« Last post by galensgranny on Today at 08:30:43 AM »
@Nilla, I am using RK EC version 11, Red's NMT 2.04 with Colonial Charter Journey (I had been using CC's older version until recently), and added Tom's Norseman mod to make happiness count.  I also have practically all of Kid's, Discrepancy's, Necora's and EB's mods plus many others that have just a few items or some stand alones.  I have most all of Tom's separate mods (Red Cottages, Fly Fishing, small spot Hunter, etc.) and Black Liquid's happiness radius mod to show it, (which sadly does not work on all buildings from various modders).  I use Black Liquid's No Smoke mod to help not have a slowdown during game play, which really does make a difference with the speed function.

I like green grass and no snow.  Right now, I do not want to spend time clearing all the fodder and flowers from RK EC, and even if that was not so bad, the ground underneath is brown, not nice green grass (sorry, Red).  To get the terrain as I like with using RK EC, I have to have RK EC above CC, to get the CC Mediterranean Climate-no snow terrain.  It is very weird that having CC above RK EC only allows RK EC terrain options.  That defies the usual idea of mod load order, being upside down from the usual way of load orders, but that is how is.  If one was fine with snow and wanted Red's fodder and flowers all over at the start, then CC would have to above RK EC.

Of what matters for how I want things to be in the game, my load order is:
Norseman
Medieval Town 2.04
RK EC
CC

I am not sure if it matters where the Norseman mod gets put, but I didn't want to spend time experimenting so I just put it above the others.  I also had to have CC below Medieval Town 2.04 to get one of CC's buildings to accept pottery from Red's Medieval Town 2.04.

I haven't gotten terribly far along, but so far, Tom's happiness system is working with mods from others.  The Norseman mod does not care whose hospital, tavern, church, etc. it is in order to work towards the happiness.  At least is has not mattered from all those I have used from a few different modders.  I believe it would work with any happiness building made by anyone, as long as they did not do something to remove the necessary features for special buildings.

I did find that well stocked taverns seems to matter most of all to the Bannies!  They don't care where their liquor comes from, as long as they can drink it!  :D

If you want to know all the mods I use, here there are, but not in load order:
A8SouthAfricanHousing
AdvancedBlacksmith
banishedUImod
BetterStockPileStorage
BokaapMosque
BostonHouse
BostonHouse2
BusyLaborersVersion2ByDarkbibou
Campfire
CCNoSmoke
CCStacked
ChristmasMod
CityRoads
college
ColonialCharterJ
ColorfulLittleFence
Compatibility107
CountryLittleHouse
creamery
CropMushroom
D20MedievalHouses
DecoPlants
DecorativeItems
DSBlastFurnace
DSBridgeCrossing
DSChapelofErnest
DSCrestBlacksmith
DSFences
DSGlobeTheatre
DSJettyAndBridge
DSJettyAndBridgePatchToV211
DSNeubertSmithShop
DSPickandHenBrewery
DSRoads
DSRoastedNuts
DSSmallVillageHomes
DSSmallVillageProduction
DSSmallVillageServices
DSSmallVillageStorage
DSStoneBridge
DSStoneHovels
DSStorage
DSTownHouses
DSTunnels
DSWagonVendor
EBDecoFences
EBDecoration
EBUnifiedMod
EBVilFishOverride
elfSmallerVendors
extleather
FastFoodStand
flatten
FlyFishing
ForestCombo
Forgetaboutorchard
GrowHerbs
HappinessRadius
HorseWagen
Hunting
ImprovedGatherer
ImprovedHerbalist
ImprovedHuntingCabin
ImprovedMine
ImprovedWoodcutter
InedibleFlour    -    -    -    -    -    -    MOD DISABLED
IntensifiedFishingDock
Izba
KidAbbey
KidAlotofseeds
KidAmongTrees
KidAnimalShedCheese
KidAnimalShedSA
KidBakeryGarden
KidBedBreakfast
KidBWCattle
KidChopChop
KidColonialHousing
KidColonialResource
KidDecoSunflower
KidFishFarm
KidForestOutpost
KidForestPond
KidFriendlyNeighborhood
KidGhostFlowers
KidGothicDeco
KidGothicFantasy
KidGothicFarm
KidGrannyPark
KidHouseBoat
KidHousesForSale
KidInTransit
KidMarketPuzzle
KidMedievalGrace
KidMoreHouses
KidMoreHousesDark
KidMountainMansion
KidNewWell
KidPlimothHarmonized
KidPlimothPlantation
KidRowBusiness
KidRowHousing
KidSBVMission
KidStoneHouseAddon
KidStorageCarts
KidSwampHouses
KidTangerineCenter
KidTinySeparate
KidToolEmporium
KidTwilightHerbs
KidWildWest
KidWindSawmill
KidWorkPlace
KidYardCover
LessFog
littlechapel
littlehouse
MaritimesCoverings
MaritimesDecorations
MaritimesLogCabins
MaritimesNSInshore
MaritimesPineSet
MaritimesPortRoyal
MaritimesSherbrooke
MarketBBQ
Mathieuso_Decorations
MegaModDecoPack
MiniBuildings
MoreStone
MoreWood
MultipleStarts
MWPlants
NECEmptySquare
NewDebug
NewLimitVanillaTP
newmedievaltown 2.04
NMT30DecoCrop
NMT30MultiStoryHousing
nordichouses
NordicLogCabin
NordicSchool
NordicWarehouse
Norseman
OldBakeryHouse
OldBlacksmith
OldHunterHut
OldTailorHouse
orchardism
quarryfix
quieterlivestock
Raspberry
RedCottage
RedCreameryCows
RedCreameryMain
RKBeachParty
RKBostonHouse
RKCemetery
RKEditorChoiceEdition 11
RKGardenWalls
RKTrainingCamp
RKWhiteFenceSet
ShortToolbar
SJGL_Small_Markets
SJGL_Stacked_Houses
SmokingShed
SpecializedStockpiles
StorageShed
Strawberry
Terraform
TjurkoMill
UnhappinessRadius
VDecorativePlantsEvergreen
WaterAndOtherDecorations
WhiteHouse
wintinEmporium

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Village Blogs / Re: Nilla--Funsted; Industry Mining in the North
« Last post by Nilla on Today at 07:59:14 AM »
Yes, too rich. The "problem" is, I still produce too much food myself, together with the good export products.
See picture; go Iceland go! The game starts now! :)
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Mod Discussions 107 / Re: Kid - Swamp Thing V1.0
« Last post by Willows on Today at 07:58:32 AM »
Sorry, Kid, it's my very bad. I had Krylerg's mod up, not your transit mod. Please accept my apologies!!   :-*

I do love your work!!!  :)
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Mod Discussions 107 / Re: THE NORTH 6
« Last post by Nilla on Today at 07:55:16 AM »
Yes! beating Sweden in the final!  ;)
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Mod Discussions 107 / Re: Kid - Swamp Thing V1.0
« Last post by kid1293 on Today at 07:29:49 AM »
Okay, file is uploaded with same name. If you experience problems under The North
with Workshop not storing coal please download again.
I am sorry for people making vanilla resources not compatible!  :(
30
Mod Discussions 107 / Re: Kid - Swamp Houses
« Last post by kid1293 on Today at 07:28:56 AM »
Okay, file is uploaded with same name. If you experience problems under The North
with Workshop not storing coal please download again.
I am sorry for people making vanilla resources not compatible!  :(
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