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#1
Mod Discussions 107 / Re: River's Huts 1.1 (for The ...
Last post by RedKetchup - Today at 08:21:17 PM
sorry for the delay ... gonna finish that this weekend and post it.

again, sorry
#2
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by brads3 - March 10, 2026, 09:53:53 AM
the roads take time to build but make the city stand out. they are a huge improvement.

 
#3
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by RedKetchup - March 10, 2026, 09:38:58 AM
awww City Roads !
thats another one i should revisite with new textures :P
#4
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by brads3 - March 10, 2026, 09:24:23 AM
now the Bannies begin work on upgrading the city roads. we also begin a massive clean up operation to re-clear the growth from the map.

the Hanging Gardens of Babylon, produces tropical foods,  and the Oracle of Delphi of Greece whcih serves as another chucch were both completed.

14 momuments.

#5
Mod Discussions 107 / Re: River's Huts 1.1 (for The ...
Last post by Abandoned - March 08, 2026, 06:32:41 AM
Yes, I agree, forester looks good.  I like the birch logs.  :)
#6
Mod Talk / Re: Professions
Last post by RedKetchup - March 08, 2026, 06:24:13 AM
let us know if you succeed hehe
#7
Mod Discussions 107 / Re: River's Huts 1.1 (for The ...
Last post by River - March 08, 2026, 03:18:08 AM
looks good
#8
Mod Talk / Re: Professions
Last post by Necrolex - March 08, 2026, 03:17:37 AM
Thanks for the explanation, but I actually already have those files. My goal is to isolate the logic and create a standalone version, exactly like the profession I'm already developing that functions independently without the need for a specific building. I'm focusing on the modularity of the code right now. Appreciate the input!
#9
Mod Discussions 107 / Re: River's Huts 1.1 (for The ...
Last post by RedKetchup - March 08, 2026, 01:41:27 AM
I worked on the Forester i forgot ....

If i kinda take the setup i did for RKEC and kinda convert it to River's Huts theme ....

I did this :

River's Hut Forester

Will it be acceptable ?

@Abandoned @River
#10
Mod Talk / Re: Professions
Last post by RedKetchup - March 08, 2026, 12:10:23 AM
thats what you wanted ?

i dont see the purpose of a stand alone.

a profession we make, like this "worker", it is same as we would create a "beekeeper" or a "baker" :P

if you do a mod with a "worker" will be assigned to a specific building , this code need to be inside your mod that contain your building, and all mods you will assign a 'worker' to something.

it is not a replacement for 'laborer'