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These are wonderful!  Thank you so much.   :)
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i just did a full compile of everything i did so far and enabled everything... and i am playing with it since a couple of hours...

i first loaded 2 of my big city different saves, and it loaded like a charm and no crash (2 on 2) and then started a new city...

i must say .....

if there is someone who will say this mod is not ..... just beautiful!
sorry but it would s-cks to be him or to be her because this mod..... is a powerful rainbow !!
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Village Images / Re: Random images from Castle Rock maps
« Last post by Gatherer on Today at 03:34:22 PM »
Year 42


Firewood production. For some reason this area is one of my favourite spots on the map.
http://shrani.si/f/1O/BU/2Bv3z6AZ/castle-rock-xiv-year-42-.jpg


Road map for the big town.
http://shrani.si/f/3X/kw/2EScIBYk/castle-rock-xiv-year-42-.jpg


Bird's-eye view of the Bryggen town main market.
http://shrani.si/f/1O/132/2HBnARsp/castle-rock-xiv-year-42-.jpg


I've thrown lots of resources into this area and I still don't know what to make of it.
http://shrani.si/f/1i/zN/30mxpbT0/castle-rock-xiv-year-42-.jpg
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"Quote" doesn't seem to do anything on my windows chrome browser.

4) Ok so let's say I always have room in Cemetary. THEN there is no need for other happy buildings?

6) I found that if I don't have a Herdsman, a laborer will walk over and collect the manure. They still reproduce and I can turn one on long enough only to slaughter and collect. Or it would be interesting if they required Water and Fodder, either to speed up growth or to survive at all.
Techinically how does a herdman help a herd. I suspect it is unnecessary, I think herdsmen only collect stuff, which other laborers would do anyway. Do you think Herdsmen speed reproduction by 33% or something like that?

7) Just curious then, is there no other building that replaces Herbalist? Just curious, seems the only thing not modded.

8) I guess I didn't take into account the chain (would be hard to measure). So maybe greenhouses do overproduce, but it takes a lot to get to that production. But they still don't require seeds. Maybe I need one seedling for each year of greenhouse if I don't own the seeds?

12) Do you have a sheet of production recipes like EBs? I;d like to know how many food the butcher produces for input compared to salter and dryer and smoker.

13) To be honest, I don't think of Banished as a simulation. I think of it as a city builder/management. The difference being I don't care about the inhabitants, I only care about their happiness as far as it impacts their productivity, So if one food works for them then I would not grow two.
Now, an onion might offer more (or less) calories than an apple, or onion can be used for soup and apple cannot.

And you are right! A botanist says a fruit has seeds and vegetable not. So, many things we call vegetable are fruits - pumpkin is fruit, zuchini, tomato, eggplant, etc.

15)  When I enable "I see Fire" it turns red as well as EKEC turning red. Is this okay and I should proceed even though they are both red? Does one need to be above the other or something?

Thank you very much for all the useful information, guys!

4) you have no need, but why you wouldnt put some after all ? i am happy not be one of your citizens :)

6) thats possible. we modders cannot see the game code.

7) yes, the Bath House. your citizens will take anything flagged as "health" (herb, potions, bandages or whatever CC name...) and get their +.5 heart.  BathHouse is designed more to be in middle of your town than an herbalist.

8) Game mechanics doesnt allow us to play with seeds outside crop/orchards.

12) i dont have a sheet. i will see if i can give you the numbers.

13) game doesnt care about calories.

15) mods turns red means nothing. 98% mods turns red when a good mod is ON. it doesnt mean conflict or error, it means something is shared.
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Mod Discussions 107 / Re: Bannies Not Picking Up Thatch
« Last post by brads3 on Today at 12:48:43 PM »
wwhat!! those "stupid" contraptions can be fun. besides some serve a purpose. like on stilts to avoid floods.using the 1st floor for storgae or another workplace. experimenting can be fun.
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"Quote" doesn't seem to do anything on my windows chrome browser.

4) Ok so let's say I always have room in Cemetary. THEN there is no need for other happy buildings?

6) I found that if I don't have a Herdsman, a laborer will walk over and collect the manure. They still reproduce and I can turn one on long enough only to slaughter and collect. Or it would be interesting if they required Water and Fodder, either to speed up growth or to survive at all.
Techinically how does a herdman help a herd. I suspect it is unnecessary, I think herdsmen only collect stuff, which other laborers would do anyway. Do you think Herdsmen speed reproduction by 33% or something like that?

7) Just curious then, is there no other building that replaces Herbalist? Just curious, seems the only thing not modded.

8) I guess I didn't take into account the chain (would be hard to measure). So maybe greenhouses do overproduce, but it takes a lot to get to that production. But they still don't require seeds. Maybe I need one seedling for each year of greenhouse if I don't own the seeds?

12) Do you have a sheet of production recipes like EBs? I;d like to know how many food the butcher produces for input compared to salter and dryer and smoker.

13) To be honest, I don't think of Banished as a simulation. I think of it as a city builder/management. The difference being I don't care about the inhabitants, I only care about their happiness as far as it impacts their productivity, So if one food works for them then I would not grow two.
Now, an onion might offer more (or less) calories than an apple, or onion can be used for soup and apple cannot.

And you are right! A botanist says a fruit has seeds and vegetable not. So, many things we call vegetable are fruits - pumpkin is fruit, zuchini, tomato, eggplant, etc.

15)  When I enable "I see Fire" it turns red as well as EKEC turning red. Is this okay and I should proceed even though they are both red? Does one need to be above the other or something?

Thank you very much for all the useful information, guys!
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Mod Discussions 107 / Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
« Last post by brads3 on Today at 12:39:27 PM »
#12 but but the nomads all come uneducated.   seriously,am glad WOB has gone away from CC on this.it is a much appreciated and improved change. used to hate that before.start making processed food to help the bannies and food would drop.
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Mod Discussions 107 / Re: Bannies Not Picking Up Thatch
« Last post by RedKetchup on Today at 11:48:53 AM »
I tried building 2nd story over Perfumist, but doesn't look so great

when i did it, i thought it will still worth it knowing very well some would try stupid things like that eventually ^^.
it is their game, their town, not mine :)
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I have a bunch of questions. Maybe it's not best to ask them all in one thread but lets see how it goes.
1) why would you want feathers?
2) Can the RK ducks be named to some particular type of duck such as "Wood Duck" or "Mongolian Duck" (if there is such a thing lol)
3) Is copper used for anything besides copper tools (which I have never used so copper becomes exclusively a trade item)
4) My dudes and chicks are 5 hearts. I think it's because of the good variety of food. Does that mean there is no need for Tavern Church or Bathhouse? (The only need/point for those is happy, correct?) There's one or two .5 hearts cause the cemetary filled before I built the new one, but they will recover just on the good food true?
5) Do domesticated Bison create anything besides fertilizer? I haven't noticed meat or fur. Can I do something like grow them to eight, force them into pen for two, then hunt the others?
6) General question. Does it help for me to assign a rancher. Since they don't produce much I'm hoping I can leave a rancher unassigned. Or will they die? Or does rancher speed production of whatever they produce, in this case manure.
7) What does the dentist do? Is it the same thing as herbalist? Like, if I have a dentist, or barber, do I then not need a herbalist?
8) I kinda feel greenhouse is overpowered. Why buy seeds for anything if you can build greenhouse? And produces much faster than crop. Maybe it should only grow what you have seeds for. Maybe it grows more slowly than a field but all year, so the annual yield is same as field (but you don't lose any, but requires full time worker).
9) I think seeds are silly (and overpowered) in this game because you buy them once and you have them forever so they get boring. If I wrote this game, I would make it so seeds were good for only one growing, but cost less and were more readily available. Then what I grew that year, would kindof be dependent on what seeds I had, it wouldn't be entirely my choice. Like there would be five seed (packets) available and I could buy five and then plant a total of five seasons or fields.
10) Can someone please tell me the 20 flags you can have for the items. Mostly out of interest of how the designer envisioned things.
11) I added that Warehouse, and I have to say, it's helping a lot. It's not perfect, but maybe it's that nice spot of not making the game TOO easy, but allowing me to micromanage. For example when I had way too much salt and the mineral cart had all salt and couldn't fit minerals, now I can make the salt "disappear" temporarily. Also I can now move all meat over to the processors. I just set the amounts high and it sucks it up over there and then I release it 100 at a time. But speaking of.
12) Can someone tell me the recipes, or RK could you please display the recipes for items in their production? I'm concerned I'm wasting time processing food because it does not seem to increase the amount. I'm concerned it increases the selling value of the food, but if I'm eating it then I don't care about price, I care about quantity. For example what are the numbers for the butcher? If I want to increase food quantity should I build a second smoker dryer salter or butcher?
13) Is there a listing somewhere of what the food items count as? What I mean is, I heard that happiness requires getting four food groups protein (meat), starch (grain), veg and fruit, but what for example is onions and roots, are they both veg? is there no difference besides cosmetic? I mean I can't control how much of each the gatherer collects so no reason to have separate items (except for cutesie). Also, are all gathered items veg? I've seen cranberry, are they veg or fruit? And mushroom? And are these all the same as the ones that can be grown in greenhouse.
14) what are seedlings for and how are they used?
15) I can't add "I see fire" which suggests it's included in RKEC but I can't find it anywhere in the menus, where is it?
16) I've added kids Barbeque, and I see I can sell the items in trade, but I can't find BBQ anywhere in menus, is RKEC hiding it somewhere? Possibly this would be a use for separating veg from meat!


Thanks guys for having answered most questions while i was sleeping :)

1) some other mods use feathers to make things like bed or coats

2) Why not REAL Ducks ? why CC wouldnt change their name instead of me and call them Flying Ducks ?

3) Copper is mostly used in tools, but also some building requirements.

4) lose a lovely citizens really hurts their family, if you werent ready, they will spent their lives not fully happy. it can take time to recover.

5) they create Bison Meat and double quantities of Leather when they are slaughtered.

6) Herdsmen help your animals grows, give quantities, breed and control numbers. it is really not good to let a pasture without workers. The animal will be dying over time and dont even get the meat and leathers.

7) Dentist , Barbershop , Clinics are same as an hospital. hospital can hold 30 patients. clinics 20 , and dentist/barbershop 10. there is no difference between a dentist and barber, only the name and the look of the building is different. it is useless to put them close each together, but you can put a barber in one part of the town, while a dentist in another part of the town. None of these replace an herbalist hut.

8) Greenhouses number are better than a crop for sure, and it is intended to be like that. but yeah as said, you need to count all workers in the chain (workers to get water... herdsmen/stablemen to get the fertilizers, farmers to get fodder...)

9) seeds are the way they have been done by the programmer of this game. if there is something, it is at him you should complain. we are for nothing in this and we cannot change the game mechanics.

10) as embx61 said : 20 flags are Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9;
the game started with the basics ones, and then, the community of modders asked for more and he gave us 10 more (custom0-9). we took a month stting all together (with CC crew) to decide what would be the best way to attribute them and we got an agreement. the agreement help us to stay compatible between the mods.

11) nothing to say since no question as been ask ^^. it serves its purpose. and it takes 100,000 years to trigger its merchant boats. because it is in reality, it is a trading post disguised in a warehouse. no way we can seperate the merchant boat from this UI.

12)  processed food. i can tell you, it is NEVER a waste to process the food in RKEC. it always give you +50% (uneducated) or +100% (if educated) although the numbers can be different, but it is always +50 or +100%
10 food will give 15 or 20 , and, 12 food will give 18 or 24. Uneducation is always bad, and it is very bad planning to not set up schools in a game.

13)  Use your common sense and use what you've learn so far in your life, a fruits is a fruit, a vegetable is a vegetable. an apple is a fruit... an onion is a vegetable. i admit sometimes things can be difficult to say like tomato, some considare it as a fruit, some as a vegetable. i personally set to fruit because it is what scientifics are doing so.
you are talking about cosmetic... it is really just cosmetic for you ? why do you bother to buy bananas in real life when you can get apples 365 days/year, in your next 80 years you will live ?
maybe you wants some changes ? a day you feel more for a banana ? maybe tommorow it would be fun to have a peach instead ? this is a game, a simulation, why you would care to give your citizens what you , you would love to get, if happended to be one of those citizens ? humanity ?

14) seedlings are a material requirement to "build" a decorative tree / decorative bush / decorative flowers. in 1.2 there will be more use like for the Orchard Foresters. it will take Wood, Stone, and Seedlings to build those buildings.

15)  I See Fire is not included in RKEC, For ISeeFire 1.0.7 you will find its icons in RK Decorations toolbar, should be the last one. For ISeeFire 1.0.6 you will find the icon in vanilla Services toolbar.

16) I do not hide other modder icons, even if i would want, not sure i could find a way to do it. ^^
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Mod Discussions 107 / Re: RK Editor Choice - FULL version 1.11 (Bugfixed)
« Last post by embx61 on Today at 10:19:54 AM »
I not really made the spreadsheet.

CC has one and @estherhb made theirs so i asked her permission so I could make a copy of the CC one and use it as a template and edit it so it suites all my numbers and stuff and make it available.
She kindly gave me permission. :)
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