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Paeng

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Everything posted by Paeng

  1. I used to be irked by that, too... but it's the way it goes in Banished... I now take upgrades slowly, 1 by 1... so I hit the upgrade button for one building only, then move on and just do my thing... before I know it, I have restructured whole areas, without actually seeing a single rebuild...
  2. Oh my... hoping it's just a "minor" thing - get well soon!
  3. To expand a little on that - the storage capacity of your trade post is limited to 60K, but you should not fill it up a 100% (look at the TP Inventory, it says "x% used")... if you fill it to a 100%, there is no room to load/unload new products brought by a trader... it's a little hard to figure out how many % you need to keep in reserve, it depends a little on the bulk (weight) of your goods, but I try to only fill it about 70 or 80% max... If you then still get that message, keep the trader in port and try to trade your goods in several smaller batches - sell e.g. 1000 items, click trade (not dismiss!), wait a bit, then trade another 1000, etc... Building more storage may be necessary, but even 50 barns won't relieve your port if you fill it to the max... I know it's tempting, but try not to use your ports as "temporary mass storage"
  4. wait... in my [windata] are only four files: data0.pkg + data1.pkg + patch0.pkg + patch1.pkg (plus my mods *.pkm) When you extract the BanishedPatch_1.0.6_To_1.0.7.170212.Beta into your Banished folder, data0.pkg and data1.pkg stay untouched, plus you get fresh patch0.pkg and patch1.pkg... why would you do all this copying and renaming as described above? Or end up with more files? Just wondering @Kralyerg - I'm pretty sure it does... coming from 1.0.4 like Ve5pa does, I'd probably run the "1.0.4 to 1.0.5" patch first (which had some major changes while 1.0.6 was just a hotfix) and then the "1.0.6 to 1.0.7" patch on top of that...
  5. Stiles, I have it below CC and it shows green (no conflict)...
  6. I read that for the modkit debug-mode enabled by default in Toolbar.rsc... I don't have a 2nd debug, not even with the old standalone debug mod loaded... (1.0.7 + CC1.7, no modkit).
  7. Just back out to the main menu and click on "Map" - it will show seed, name, terrain, climate and so on...
  8. RAR files are compressed files created by the WinRAR archiver. These files need to be extracted, same like e.g. "Zip files". * An "Archiver" is a program that takes many separate files and archives them into one file. RAR files compress better, resulting in smaller files to download. How to extract RAR files (e.g. with WinZIP) 1) Save the .RAR file to the desktop. If the compressed file was downloaded from a website, it may be saved in the Downloads folder in your Documents or user directory. 2) Launch WinZip and open the compressed file by clicking 'File > Open'. * If your system has the compressed file extension (RAR) associated with WinZip, just double-click on the file. 3) Select all the files and folders inside the compressed file. 4) Click '1-click Unzip' and choose 'Unzip' in the WinZip toolbar under the 'Unzip' tab. 5) Choose the destination folder for your extracted files and click 'Unzip' button. 6) Find your extracted files in the destination folder. A good alternative to WinZIP is the open source freeware "7-Zip".
  9. Read on below...
  10. Silvery Moonlight... Do You Dare To Enter the Realm of the Dead...
  11. Looking at the way Hoisinike has grown... Wood and Lumber industries New business and wealthier citizens New Foundry New Chapel Training Camp for Hunters and Militia, expanded Quartermaster's outpost Nomads raising pigs, breaking stone Expansion Current population: ~335 ----- My Journals & Movies -----
  12. Years ago a small band of Nomads landed here, thinking they arrived in a tropical paradise... but - surprise! Still, after surviving the first winter, their druid leader predicted well-being in the dense forests, so they stayed... Some 50 years later... ----- My Journals & Movies -----
  13. Thank you for the kind words I like to share them with all the creators who make such scenes possible in the first place....
  14. I played a short session with the training camp, see some images here...
  15. Works fine for me -
  16. It can take 4 workers who can produce like 4000+ units of "food" out of nothing...
  17. That was made by Afwings - though the food is "magically" created out of thin air... from: http://worldofbanished.com/index.php?action=downloads;sa=view;down=74 Plainly a cheat, quite overpowered, too... but with a very nice model - I do use it sometimes on test-runs to simulate natural growth, where I won't spend time going through the motions of building yet another gatherer and yet another hunter and yet another fishery...
  18. Stiles, I just tried to put my findings in a tight and easy to understand form, to the best of my knowledge... they are distilled from thousands of hours gameplay, reading most everything ever posted re: Banished, making many experiments, building even more towns, and discussing things with lots of users for long and sometimes heated hours - but hey, nobody is perfect I have been through all the griping everybody else has - wildly cursing those "little idiots" who sometimes do things in a seemingly senseless manner... but somewhere along the way I found peace, just accepting things the way they are and rolling with that - after all, bannies are just pixel heaps following pre-defined rules. They don't have a mind of their own. My games then immediately became easy and relaxed...
  19. In my opinion, Markets are essential - Markets / Vendors Markets draw in a balanced mix of resources from all over the map and make them available to local residents and businesses. Vendors go out to collect the required resources, but they only visit stockpiles and storage barns. They will NOT collect anything from other markets. They also have a cart with higher capacity (500). The market has a maximum storage capacity. Vendors compute a balance for the goods stocked in 'their' market - if there is an excess of a particular product, they will move the surplus to nearby stockpiles or storage barns to make room for more needed goods. Vendors also deliver small stocks of "personal use items" (tools, coats) to the storage barns they visit. Traders Traders keep the Trading Port's inventory stocked with goods required for trading purposes. Mainly they rely on (and probably prioritize) stockpiles and storage barns all over the map, but will also gather from markets to get what is requested at a trade port. Traders also unload goods received from merchant boats after a trade has been completed. They will NOT deliver the goods to where they are needed, they only deliver them to the nearest stockpile or storage barn where vendors, local residents and businesses can collect them. Citizens / Workers Citizen's living WITHIN the Sphere of Influence (SOI) of a market will travel to that market to collect the goods they need. In turn they also deliver the goods they produce directly to that market. If they live OUTSIDE the SOI they do NOT use a market. They will go to the storage barn or stockpile nearest their home to stock it with food and fuel (NOTE: even if that stockpile/barn sits within the SOI of a market). If none of the required items are available, the citizen will move to the next sequential pile/barn until all requirements are filled. The same rules apply to "personal use items" (tools, coats etc.), except they start from where the need arises rather than from their home. ................. As for your question about the importance of a HERBALIST The Herbalist is important to keep up the general health, thereby lowering the chance of infections. He has two jobs - he collects medicinal herbs and prepares potions or medicines which he administers to citizens for their small everyday ailments. All villagers "visit the herbalist" regularly to pick up some medicine. That is an important (and often misunderstood) mechanic: The herbalist collects herbs and delivers them to barns and markets; a citizen "buys" herbs on any market place; a citizen goes to "visit the herbalist", bringing his herbs along; the Herbalist can now apply the herbs and restore some of the citizen's health (usually half a heart). * Understand that both the purchase of herbs at the market AND taking them along to the herbalist are done 'silently', meaning the player does not need to trigger these events nor will he get any notice of these transactions. It is often suggested to maintain two herbalists to a hamlet - one in a nearby forest to "collect herbs", another one inside town and very close to a market to shorten the walks needed to "visit the herbalist". If you do not have any herbalist, there will be lots of idling. However, a herbalist can NOT deal with an outbreak of a disease - for that you need a doctor and a proper hospital. Hth
  20. Well, send a gatherer an check what he carries away... Hint -
  21. Well now - let's go slow about this It's not like we have suddenly unlimited limits <sic> - we have all suffered long from the confusion of many things lumped together without really belonging together... I feel the first order of the day is to decongest our current limits and regroup them in a sensible manner. Once that is done, let's see (and hope) that there are some limits left to fill with "new life"...
  22. Radical Image Optimization Tool (RIOT for short) http://luci.criosweb.ro/riot/
  23. Historically, CC has always had little "easter eggs" spawning in the forests... Have you found a "salt rock" yet...?
  24. Yeah, generic is the point... I don't mind to have FruitYogurt, maybe even a variety (from a small seletion, e.g. berry, cherry, orange, apple etc.), let's say at most 8 different fruit or so... What I don't like is when we get bloated food-menus with a "choice" of 100 different fruit, 200 vegetables, 50 nuts, 95 meats, 45 grains and whatever else may grow on this planet... at least not in the basic mod - such things should be kept in add-ons or companion mods, imo
  25. Beside the Pub Kitchen, there are also these - http://blackliquidsoftware.com/index.php?/files/file/44-soup-kitchen/ http://worldofbanished.com/index.php?action=downloads;sa=view;down=125 http://worldofbanished.com/index.php?action=downloads;sa=view;down=141 http://blackliquidsoftware.com/index.php?/files/file/52-bakery-plus/ http://blackliquidsoftware.com/index.php?/files/file/55-fast-food-stand/ Not sure how many more "recipes" you need...