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Images from Castle Rock maps

Started by Gatherer, February 20, 2018, 03:32:37 PM

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Gatherer

#180
Year 115:

New village in the making. I planned to have no food producers in this village but this is Banished and plans usually mean nothing to banniminions. Especially with a 30 thousand food deficit per annum. So there will be a wide variety of jobs available here. We will mine, farm, gather, hunt, cut trees and firewood, fish, collect honey and brew mead, trade, produce tools, distribute goods via markets,...





Another view of the northern village. As you can see the school area is still not finished. I also want to replace these two cropfields but have no idea with what. Well...at least not with more houses or greenhouses.




Another thing for @kid1293 to ponder: Is it possible to create a "light" version of rowhouse mod with only the orange and this greyish roof textures? :-[
There's never enough deco stuff!!!
Fiat panis.

kid1293

 :)

To make a light version of rowhouses is not something I look forward to.
Thousands of lines of code spread out over more than 40 files will have to be deleted.
Maybe it could look tempting on a dark winter night but not now. :)
Sorry!

And more - You want those two textures in a light version. If someone else wants only
wood roof or thatch roof, do I make a light version 2?

Gatherer

There's never enough deco stuff!!!
Fiat panis.

Gatherer

#183
Year 117:

Have not had much time to play recently with RL and World Cup going on but I did manage to squeeze a few years of gameplay in between.
Log depot is constructed and jetties extended with a few DS and CC deco boats thrown in for good measure.


I'm thinking of expanding DS quay pieces from the log depot to the stone road and build a DS fishing bridge to connect with the other side of the stream. There will be a new forest node there with some hunters and gatherers. First I need some new houses along the road between the log depot and firewood cutter. And then two greenhouses behind them.

There's never enough deco stuff!!!
Fiat panis.

Gatherer

#184
Year 119:

Just a little shore development. Bannies love their mead.
https://i.ibb.co/DK2gNXQ/Castle-Rock-XIII-Year-119-111.jpg



https://i.ibb.co/xmnhvq7/Castle-Rock-XIII-Year-119-112.jpg


Bryggen houses and market.
https://i.ibb.co/zs6S6cC/Castle-Rock-XIII-Year-119-113.jpg
There's never enough deco stuff!!!
Fiat panis.

Gatherer

#185
Year 122:

Honey production in the new village.
https://i.ibb.co/3NBzwDk/Castle-Rock-XIII-Year-122-114.jpg




New chapel and some deco elements.
https://i.ibb.co/2STDWQV/Castle-Rock-XIII-Year-122-115.jpg




I've finally placed trees along the canal.
https://i.ibb.co/t8bvdTq/Castle-Rock-XIII-Year-122-116.jpg
There's never enough deco stuff!!!
Fiat panis.

brads3


Paulo


Gatherer

#188
Year 125:

Kid's greenhouses and a new forest node. It will take some time for the trees to grow but I've put workers in all the buildings already.
https://i.ibb.co/cJpDpL0/Castle-Rock-XIII-Year-125-117.jpg


Necora's blacksmith will produce iron tools for export while a small pasture is waiting for milk cows. I plan to place some deco trees on the pasture directly behind the DS Apiary.
https://i.ibb.co/tBDy82V/Castle-Rock-XIII-Year-125-118.jpg




For the most part this village is complete save for a few deco trees and a small cemetery somewhere.
https://i.ibb.co/nCtV3Cc/Castle-Rock-XIII-Year-125-119.jpg


From now on I will focus on adding more deco to the southern village and building the last third floors in the main town. That will complete this map and I will start putting together a list of mods for the next one.
There's never enough deco stuff!!!
Fiat panis.

brads3

before you leave this map completely,can we get some pics of the functioing parts to the train and what they do? that would be appreciated.

Gatherer

#190

Year 126:


@brads3 et all

About ChooChoo version 2.0 mod: It is a 1.0.6 mod. Compatible with NMT 2.04 and Training Camp 1.0 mods.

It can be downloaded from here - - > http://worldofbanished.com/index.php?action=downloads;sa=view;down=181

Mod contains four export stations: You export in batches and with each batch of products you also export 1 unit of logs (intended to mimic a crate/barrel in which these products are stored). In exchange for products you receive coins which are valued at 1. The coins follow the textile limit and with an ample supply of export goods they can accumulate quite fast in many thousands. At one point I had over 35 thousand coins in storage.

Utility Export - Vanilla (ale, firewood, herbs, iron & steel tools) and NMT (beer, carbon steel tools, stone tools and wooden tools).

I'm exporting iron tools here. Sadly, mead can not be exported.


Material Export - Vanilla (coal, iron, stone wood (logs) and NMT (bricks, clay and roof tiles).

If you plan to export logs as I do on this map you will need a very high log production and Kid's Log Depot built nearby. Originally I only had 1 Log Depot built but it wasn't enough so I've built a second one. Both are marked with blue stars on the picture.


Textile Export - Vanilla, NMT and Training Camp (TC) textiles and clothes.

I'm alternating export between leather (vanilla) and fur (TC), depending which is in stock at the moment. Note that I'm not using TC mod on this map but I can still sell fur from Necora's Pine mod.


Food Export - Vanilla, NMT and TC foodstuffs.

I wanted to export smoked fish that are marked under NMT but I couldn't. Probably because I'm using Tom's smoking shed instead of NMT one. Perhaps it would work if Tom's smoking shed was placed above NMT 2.04 but I'm too lazy to try. So I switched to exporting venison instead.


There are also two F-variants of Train Engines. With these you can buy Vanilla, NMT and TC products and food using coins. I'm running two train engines. On one I'm alternating import between apples and pears while the other is importing wheat.




Other stuff includes various train wagons marked with numbers as follows:

1 - Goods wagon (herbs, tools,...)
2 - Food wagon
3 - Material wagons (coal, iron, brick,...)
4 - deco push cart
5 - Cabooze wagon (acts as a house)

There is also a Passenger wagon that acts as a nomad attractor but I Haven't built it.


Also included are bridges (working and deco) and tunnels. Bridges are 2 types: for rivers and NMT Canals. The deco ghosted bridge on the picture is bugged. As you can see it is not centered on tile. The rails themselves are road-buildable while the trains and wagons all come with their own rails included in their models. What I miss are some ghosted rail pieces to properly connect trains and wagons with normal rails in some places.


Hope this was helpfull and will convince others to try this little mod. It is not perfect and is in need of an update but it gives and alternate way to trading which makes it fun and enjoyable.
There's never enough deco stuff!!!
Fiat panis.

brads3

thank you that is a lot of info. i have the mod downloaded and a plan for it.

Gatherer

Looking forward to see what you come up with. ;)


To continue on the mod functionality:

There are both pros and cons to this type of trading. It is up to the player to find balance and make it work to his/her benefit depending on the current map situation.

Pros:
1 - Trading is done automatically. All you have to do is select which products to sell and buy.
2 - Trading is continuous throughout the year. No waiting time for merchants to appear.
3 - Coins generate in many thousands and those not used by train engines can also be used to buy stuff through trading posts. After my previous post I've switched from exporting iron tools to steel tools. Now I'm exporting logs, steel tools, leather and venison. For the last couple of years the export stations generate ~25 thousand coins per annum.

Cons:
1 - You will need a very high production of export goods you wish to sell. Especially those which are also used by your citizens. For example, I'm currently operating 8 Necora's forest towers (3 foresters each) and 3 Mini Foresters from the Mini Buildings mod (1 forester each). These supply logs for construction, lumber yards, firewood cutters, export, blacksmiths...
2 - You will need good logistics system in place to move export goods to the export stations. Kid's Log Depots for logs and many other specialized markets and warehouse markets (Tom's Nordic Warehouse, DS Industrial market,...)
3 - Unlike with trading posts, you can only export and import one type of product at a time. Provided you have sufficient production you don't have to worry about exporting. It is best to focus on one product from each export station and only export that. It is different when you import stuff. You may need several products at the same time or perhaps some special construction materials that you don't want to produce yourself. You either have to micromanage depending on current needs or build many train engines. You may not have landspace available for that depending on map size and type.


As I've said before it can be a very good alternative to riverboat trading and with a high production of coins you can buy more food through train engines and trading posts that you could generate through farming and fishing on the same space.


Cheers!
:)
There's never enough deco stuff!!!
Fiat panis.

kid1293

Just food for the brain.
With these function RK has given us, it could be done on limited space, type a market.
It would be a market full of activity and it could liven up a town.

Not all bannies have reached steam age :)

Gatherer

That would be interesting to see and play with. ;)
There's never enough deco stuff!!!
Fiat panis.