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#1
Suggestions and Mod Ideas / Re: "Zoo of Happiness"
Last post by Necrolex - Today at 07:49:43 PM
I will try to learn, but it will be a bit of a long journey, since it's been many years since I last looked at game code due to many changes in my life.

Thank you very much!  ;D
#2
Suggestions and Mod Ideas / Re: "Zoo of Happiness"
Last post by RedKetchup - Today at 09:43:14 AM
if you can succeed to make and offer a few mods, I will give you access to our database of codes of our mods
#4
Quote from: RedKetchup on Today at 04:03:05 AMyeah sorry , i m out of making mods since many years already. like many of us.
Kid seems to be exausted too, he still make 1 there or there....

we need to understand that moddlers most often do what they feel to make depending of what it comes in their mind and ideas. The energy must be driven because making mods needs a lot of work.

maybe you should start to learn all the process ?



Hello!

Yes, I completely understand. I've already made some mods for GTA San Andreas and for a German game similar to Minecraft called Minetest, so I know how exhausting it can get when the community starts asking for too much, and we end up doing things automatically just to please, without that same energy as before.

I've already downloaded the modkit and an older version of Blender since my computer doesn't meet the requirements to run the latest version. My problem is that two message boxes always pop up when I start the modkit, saying I need the MSVCR110.dll and D3DCOMPILER_43.dll files.

I'm willing to learn and continue with modding. These days, I can still count on the help of AIs like Chat GPT, which has vast knowledge. I even sent a script example from the chicken to create a Final Fantasy Chocobo mod but adapted to the Banished world to Chat GPT, and it generated a pretty interesting script line. I initially thought of calling it Chocoban. I thought about using the white chicken model as a base, changing its size, and remodeling the same model so it wouldn't just be a copy of the Chocobo.

So yes, I intend to learn how to make mods, even if it's just one here and there, because we already have so many wonderful ones that you've all made over time.
#5
Village Blogs / Re: Abandoned - Seed and Feed-...
Last post by Abandoned - Today at 06:06:56 AM
Chapter 9


  We expected the migrants that arrived in spring of year 4 but we did not expect quite so many of them.  Anell, the new seed merchant, came to port from Riverboat Depot and told us to expect a group of workers.  He was very happy to get the first sacks of seeds and asked if there was anything we needed in exchange.  One of the regular river boatmen would have to bring non-seed items, a tally sheet was being kept for us.  Those sacks of seeds were valued at 100 trade goods each.

  The new workers came shortly after Anell left.  They were given the choice of going to The Granary or coming here.  We were glad they chose to come to us.  There were 22 of them, 17 adults and 5 children.  Again, there were adult children in the group but none were old enough to marry.  We were again glad that most chose to stay with their parents.



  One family of 4 built a caretaker's house by the new chapel and cemetery just back of the main storage barn.  Another family of 4 built a tiny house by the compost bin.  An older couple built a house by the center farm field, their adult son built a tiny house nearby.  He wanted to plant a farmyard and raise turkeys.  Two tiny houses were built just inland from the hunters by the river.  A couple with a 2-year-old occupied one house, and a young single girl the other.  The open area behind and next to those houses was where we planned to grow our seed fields. 









  House building was moving right along with more builders, but so was the year.  It was late summer before the couple with 2 adult children moved into their new house back in the forest along with another forester workstation and another tiny gardener shed, we now had 2 more foresters and our wood supply would greatly improve.  There was more building to be done.
#6
General Discussion / Re: How was your Day
Last post by angainor88 - Today at 05:54:18 AM
Autumn is here for me, and it's starting to dip below 50F/10C degrees at night. I'm going to have to move some of my more delicate plants inside this weekend, namely the Thai chili bush and rosemary. I still have some green tomatoes on the plant that I hope will ripen enough to pick before the first frost.

I have friends coming to visit me this weekend, which is fun. I haven't seen them in person for a half a year. (I also need to make more plans to visit friends a bit further afield. So many people live far away from me now).
#7
yeah sorry , i m out of making mods since many years already. like many of us.
Kid seems to be exausted too, he still make 1 there or there....

we need to understand that moddlers most often do what they feel to make depending of what it comes in their mind and ideas. The energy must be driven because making mods needs a lot of work.

maybe you should start to learn all the process ?
#8
Suggestions and Mod Ideas / Am I too late, or can we still...
Last post by Necrolex - October 08, 2024, 10:49:39 AM
You all have been kind to me by answering my questions and responding to my ideas, but no one has mentioned whether they would actually make them or not. I completely understand if you're tired of making mods, especially these silly ones I'm requesting, but they would really help with the narrative I'm trying to develop in my game.

I want to thank everyone who's been giving me attention and replying. I love many of the mods already created, and I'm still checking which ones fit into the development of my village/city. I just didn't want a package of mods that wouldn't make a difference, just because of a house or a wall I'd like to use in my game.


I'm trying to figure out how to start using my house-building program again to bring at least two house models, but I'm not sure if I should continue with the project since I would need someone to take the models and put together the mod.

It will take me a while to do it, but if someone steps forward, I might even get excited about researching a model and creating the proper textures in Photoshop.

I forgot to mention that I'm good at editing in Photoshop, and if anyone needs help with that, I'm available. Just reach out to me.
#9
Village Blogs / Re: Abandoned - Seed and Feed-...
Last post by Abandoned - October 08, 2024, 06:44:50 AM
Chapter 8


The potatoes and pumpkins were the last plants in the field.  The potatoes only had to be dug up and put in sacks.  They would be cut into pieces with eyes before they were planted.  The pumpkins being bigger than the squash took longer to grow and some were still being harvested when the first snow fell in late autumn, the thick skin protected the seeds.  The seeds were removed from the pumpkins and spread out to dry in the collecting shed before being put in sacks with the other seeds.   Six sacks of seeds were taken to the trading post.





  Not far from the trading post, by the bait shop, a compost bin was built.  There was some plant debris already in the supply shed that was built next to the bin, but not enough to make the compost with.  We did have a large surplus of duck down and also plenty of fish that could be composted until we had more plant debris to use.



  The growing house was built closer to the duck pond where it would be fully exposed to the winter sun.  Our first thought was to immediately start growing peppers but our 2nd thought was to transplant some of the wild oats into the grow house.  Our overall health was still a bit low; we needed grain.  The oats won out.
#10
Suggestions and Mod Ideas / Re: Drinks and Games Spot
Last post by Necrolex - October 07, 2024, 02:25:30 PM
Quote from: Abandoned on October 07, 2024, 01:24:30 PMI have 2 more suggestions for you.  Kid Market Food has a large spit for roasting meat and Kid Old Town Ports and Pirates - is a pirate theme mod with a still.  :) 


Kid Market Food is a must-have mod for any game I start. Since I downloaded it a few weeks ago, I've fallen in love and can't stop using it.

I'm still going to put together a list of the mods I plan to use in my Pirates and Bikers world. This world I imagined is a mix of a pirate world with ships and everything in that theme, but with meeting spots like biker clubs. I already have Kid Swamp Legend, Kid Jam Wine, Smugglers Cave, and many others from Kid.

If everything goes well, one day I'll start modeling something similar to a wagon like the one from the Merchant in Resident Evil Village and ask someone here to make a mod similar to Smugglers Cave, but on land. I've seen some mods like wagons and carts, but one day I'll try to model a wagon quite different, like the Duke's Merchant cart from RE Village, and hope someone makes this mod.

Once again, thank you so much for more suggestions, and little by little I'll try to bring new ideas and contribute better to the community. For now, I bring more enthusiasm and a few ideas, even if they're silly.