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#1
Village Blogs / Re: Abandoned - Fisherman's Co...
Last post by Abandoned - Today at 05:31:40 AM
Chapter 11




 Amerilyn moved into the house that was built next to Alizabette's old house.  It was summer before the couple with  the young son moved into a small house that was built by the stockpile in the old part of town were the old ruin used to be.  They were the owners of the goats and were happy to share the goat's milk with the whole town.  The goat shed was rebuilt before fall and winter would arrive.




#2
General Discussion / Re: Welcome New Members!
Last post by kid1293 - May 10, 2024, 11:49:36 PM
Hello to you too!
You are welcome here on the Banished barricades.
Enjoy your visit and post your thoughts about the game.
#3
Village Blogs / Re: Abandoned - Fisherman's Co...
Last post by Abandoned - May 10, 2024, 06:23:56 AM
Chapter 10



  The families that arrived were the struggling ones our returning families met on their way back here.  The families took their advice and headed this way.  One of the couples had 2 children; Alizabette moved from her house across from her mother so the couple could move into it.  They became good friend with Roosevelyn and Suellar in the cottage by the small stream who arrived 2 years earlier; both couples arrived in town with 4-year-old twins.



 Alizabette moved into one of the vacant houses with the 2 singles that arrived, a 26-year-old male named Barryl and a 7-year-old female named Amerilyn.  The 2nd couple with their 2-year-old son moved into the other vacant house for the time being.



  Everyone was rather surprised when Alizabette and Barryl moved in together into the house in our part of town that was built by the potato field.
#4
Village Blogs / Re: Abandoned - Fisherman's Co...
Last post by Abandoned - May 09, 2024, 07:46:46 AM
Chapter 9




  In spring, we thought it would be more efficient to have 2 of the laborers work as gatherers then having all 6 going from one part of town to the other to gather wild foods.  We built a small gatherer's shed in the old part of town to gather in the area behind the houses plus half the forester's area.  The 2nd gatherer's shed was built in our part of town by the apple tree hedgerow.  That gatherer would work the other half of the forester's area plus the area between the cove and the river's fishing piers.



  There would still be branches to collect but only from close by; the 2 woodcutters went back to chopping wood after the cold winter diminished the firewood supply.  We were left with 3 laborers and 1 builder.  There were still roads to be paved with stone and the ruined animal shed to demolish.



  It was a good thing the animal shed had not been demolished; 2 families and 2 singles arrived in town and they brought goats with them.
#5
General Discussion / Re: Welcome New Members!
Last post by CleverSmoke - May 09, 2024, 07:07:48 AM
Hello! Thanks so much for all your work on this  :heart
#6
Suggestions and Mod Ideas / Re: Aquaponics Mod
Last post by kid1293 - May 08, 2024, 07:41:59 AM
This is a good example if you don't require a massive production.
Maybe there is a way to make it for a smaller settlement. It would
fit into my Out of This World mod, which only has a fisherman and
some greenhouses.

It looks complicated in the picture, but all things are a one-time
investment. You do not have to specifically build an air pump or
a sediment tank. There are resource chains in CC or RKEC that can
be used. (MM is even better)

Good Luck with planning. :)
#7
Village Blogs / Re: Abandoned - Fisherman's Co...
Last post by Abandoned - May 08, 2024, 06:56:48 AM
Chapter 8


  Clean-up continued in the old part of town.  The cleaned potato field produced a fair amount of potatoes.  The field was smaller than ours, 4'x9' compared to ours that was 5'x9'.  As usual, we would save some of the potatoes for next year's planting, but because of that old field, we would have more potatoes to eat the coming winter. 





  When the first snow of the season began to fall, we tallied up how many fish were caught since the first of the year.   The cove proved to be the best fishing spot with 408 fish caught, the river came in 2nd with 399, while the old town lake pier brought in only 300 fish.  We had a good amount of food and firewood for the coming winter, but as the weather got colder, we were again out in the forest gathering branches for firewood.  We only had 7 laborers and it took a while to go back and forth from the old part of town and the newer.  Weather permitting, we began paving the roads with stone; it would make it easy to clear away the snow and make traveling easier and faster.





  One of the laborers went to work clearing usable materials from the ruined house by the stockpile in old town.  That left us with only 6 laborers.  Before spring arrived, the ruined house between Alizabette's house and the chapel, was demolished.  The 2 empty vacant houses were repaired and cleaned.
#8
Suggestions and Mod Ideas / Underground City Mod
Last post by Ocean - May 07, 2024, 10:36:35 AM
Besides the aquaponics project that I'm working on right now, I'm also experimenting with "underground" homes taking inspiration from games like Dwarf fortress and Rimworld. I've got a couple models I'm working with right now that I'm not really satisfied with, so I'll post the updated models later. These homes have placement similiar to mines where the majority of the structure besides the entrance, needs to be in the side of a mountain.





It's a bit stressful dealing with the game's mechanics of mine placement, and the models are really causing me some pain right now. However, functionally, I have a relatively good base. If you've used multifloor home mods, you know that you can "stack" homes in a certain format where it makes sense. That's currently what I'm using to not just build but "Upgrade" the underground cities.

In the span(size) of a single vanilla mine, I'm hoping to be able to allot atleast 10 homes each with capacity for 6 citizens. In addition, after getting the models for the "homes" finished, I want to work on other "upgrades" for the underground city, including taverns, apothecaries, underground farms (primarily fungi), synergistic mines for stone, coal, iron, etc... in hopes of creating not just homes for the underground city but an entire economy in a small space that banished usually doesn't allow building in.

I'm open to more ideas on this. And, admittedly, this likely won't be finished within the month.
#9
Village Blogs / Re: Abandoned - Fisherman's Co...
Last post by Abandoned - May 07, 2024, 09:39:54 AM
Chapter 7


  So, eager explorers, you think there would be a market for our linen clothes once we got wool to make warmer clothes for ourselves.  We would have plenty of flax that would not be used otherwise.  There are sure to be settlements to the south where it is warmer who would appreciate the cooler clothes.  That is something to think about.  Our builders sure wanted warmer clothes last autumn and winter with all that building they were doing.  There were only a few very old hide coats in storage, we don't know where they came from.  Perhaps there was a hunter or two among the old folks, or maybe they were goat hides.

  Our coat and tool supply held up over the winter but our firewood supply did not.  We were all out in the woods gathering branches.  Matticus got busy cutting firewood by the stockpile on our side of town and an old woodcutting stump was set up by the stockpile in the old part of town.
 




 While out gathering firewood, we gathered whatever wild foods we could find too, especially wild oats.  Our overall health was low and there were quite a few illnesses over the winter.  We drank plenty of hot rose hip tea with wild honey.  We thought to build an herbalist halfway between the two parts of town.  We planted a patch like our small patch of hazelnuts, asparagus, mushrooms, and wild oats over on the old side of town.  Yes, the old folks said the same thing, eager explorers, that a variety of foods help keep folks healthy. 



  The herbalist got built not far from the forester and the asparagus that grew wild along the roadside.  Our overall health had improved, whether because of the extra wild oats we were growing or because of the herbalist, I don't know.  Probably a combination of the two. 

  On that same road, by the old brick chapel, we built a school.  A few of us knew how to read and write and cypher; we were taught how to keep the records in the clerk's office by our parents.  We could teach those things to the children.  Three of the children became adults before the school got built.   There were 15 young children left.


#10
Suggestions and Mod Ideas / Aquaponics Mod
Last post by Ocean - May 07, 2024, 09:39:32 AM
Aquaponics is a food production system that couples aquaculture with hydroponics whereby the nutrient-rich aquaculture water is fed to hydroponically grown plants.




This is an amazingly efficient method to grow crops and farm fish. Of course, modern tractors and farm equipment give rural farming a pertinent edge. However, without these tools, there's a very strong argument that this would be the most productive possible food source. However, needless to say, it requires a lot of work to build. There would be a slight production chain in order to make this.

This would be a strong late-game method of gathering vegetables and fish. Especially in modpacks like MM9, fishing is lackluster compared to other food collection methods. So, it's hard to roleplay a seafood-based society like Japan or Norway.