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#61
Off Topic / Re: Best Natural Bug Repellant
Last post by RedKetchup - March 30, 2026, 04:02:33 AM
Sorry absolutely no bugs/spiders are allowed in my house , at same pplace i live lol
#62
Off Topic / Re: Best Natural Bug Repellant
Last post by Necrolex - March 29, 2026, 08:32:01 PM
I honestly read the title and thought this was a new Mod suggestion for Banished! I was already imagining my villagers suffering from pest infestations and having to 'recruit' spiders to protect the granary.

Jokes aside, that's a great real-life tip. I actually like these spiders myself—I used to see them all the time in a small tool shed in my backyard. Many people kill them without knowing they are completely harmless to us and excellent at natural pest control. They are the kind of 'tenants' that are definitely worth keeping around!
#63
Off Topic / Best Natural Bug Repellant
Last post by River - March 29, 2026, 04:33:34 PM
Cellar Spiders. Yes, you heard me. Also called Daddy Longlegs. Harmless to us, but boy, do they have an appetite for other bugs including roaches. We had a bad issue with roaches, then a couple of Daddies moved in, and our bug issue all but disappeared. I hate spiders, total arachnophobia, but I hate roaches more. They are tiny, almost unnoticeable and very shy, don't like humans. I refuse to let them trigger me, as long as they pay rent, lol. Just a tip.
#64
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by brads3 - March 29, 2026, 12:23:30 PM
RED, I did some tweaking and testing with my normal mod order. everything looked to work except Old Sakty using salt. train did stock beeswax in the station. the CC Compatability1.07 mod fixed some of the issues once I moved it above the ChooChoo mod. Old Salty still wouldn' stock salt.

I do have to run more tests. dpes have a blank tag, not sure what item. so just 1 building not functioning. not really a problem.
#65
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by RedKetchup - March 28, 2026, 09:37:27 PM
oh i would just copying the files from the RKEC Choochoo part into a new mod and call it ChoochooRKEC and make sure all flags of the materials are compatible with RKEC 1.3.1 / CC

and maybe see if i can find a new train model to work with and adapt to banished
#66
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by brads3 - March 28, 2026, 11:14:28 AM
It's not your fault.  It is also due in part to the mod order.that older version pine mod has some affects, probably to charcoal mainly.

I do need to update my notes. would help me remember where the issues are.  I don't normally use the train to trade beeswax. in the process of opening memory for the momuments, I took out some candle makers. so normally, the only thing affected is the salt to Old Salty.  the train does a good job of moving brick and roof tiles as well as some textiles.

If you do update it then the new name would be prefered. maybe add another station as well for some of the newer items.
#67
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by RedKetchup - March 28, 2026, 08:35:31 AM
do you think a new Choochoo should use the sane name.pkm as the old one or a very new name like ChoochooRKEC.pkm ?


#68
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by RedKetchup - March 28, 2026, 08:01:09 AM
i am sorry , i should update the Choochoo mod to 1.0.7 RKEC Compatible.

 :-\
#69
Village Blogs / Re: BRAD's MONUMENT MAP
Last post by brads3 - March 28, 2026, 05:22:19 AM
YEAR 90 to 96

There is improvement to our production outputs. the  Bannies continue to use a ton of firewood but the graph shows progress. they are not running out.  they are resricking food and tools. pipulation is over 1000. it has been stable for over 10 years.

the city has been cleared of trees and stone from the developed areas. most of the roads have been upgraded, there is still space available to grow and expand.  the south side is open to add more momuments when modders build more.  there are 2 that I did not build yet. RED's Taj Hamal and 1 DS tower. 18 have been completed.

the mod order and using pre-107 mods is a give and take. sinetunes you have to choose what will and won't work. I'll try to explain what I think is going on. I still do not know exactly what led to the firewood crisis. that i think was a combination of several events.  they hit the limits repeatedly. with limited storage capacity, just raising the limits wasn't solving it. so logs were sent to trade posts to store them.  that led to 1 of the trade posts being full. so now the logs were set to go to the trade post and not used by wood cutters.  even thou there were logs available on the map, the wood cutters wouldn't use logs closest to them. by the time I caught on to the problem, the Bannies had used the log storage near the cutters for other materials.

the train ships coal and otther goods out. it primarily brings in food along with some firewood and tools.  there are 2 mods, KIDD's train and RED's older ChooChoo mod. the ChooChoo mod has a set of stations  to trade goods for coins that are then sold by the train engines. usually, more is sold faster than the engines can use the coins and there is a huge surplus of coins. that is not happening in this map.

the train stations won't stock and trade beeswax. normally beeswax would be used to make candles. by setting this mod order for the monuments many mods were removed,. both KIDD's and CC candle makers are not here. the DS candle maker makes enough for the DS mine, but it uses firewood, si beeswax had to be traded through a trade post. that station is now shipping salt. EB's leather chain is also using salt to make saddles. the stations also sell brick/roof tiles for coins. that part is working. the salt, tiles, and other items pre-107 were set to the textile flag.

this is where the give and take come in. if I fix it by moving things in the mod order, something else may not work. if the ChooChoo mod was below the RKEC, I;m afraid it will have more issues selling goods.  for instance, Old Salty may use salt for the fish but then the train stations won;'t take brick and roof tiles.

I will have to run some tests but don;'t think all the errors can be solved without causing more problems elsewhere. I do need to update my note files on what breaks when with the mod order though.

I tried to use the zoom hack for more pics. not sure why but I can't look up very well.

for now, this map is on pause until more monuments are designed by the modders.

#70
Mod Discussions 107 / Re: Kid - Woodland
Last post by Abandoned - March 24, 2026, 08:16:51 PM
Woodland glades that would have had herbs, wild foods, and textiles didn't make it into the finished mod.  Very glad the mod was finished and released.  Thanks @kid1293

 :)  :)  :)