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Banished&Used

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Everything posted by Banished&Used

  1. I would like to make a suggestion, where bridges are only build from one side, as of now, builders always build from both foundation points. On some maps, for example, Lake Waters, the main river can divide the map completely, making the other side unreachable, so the bridge never gets built. See problem below in picture:
  2. Suggestion: One harvest button, which will start harvesting on all farms. (for harvesting during tough winters on large maps with many farms)
  3. Suggestion: Give trading docks another auto trade option: When merchant arrives&leaves. When doing massive trades, the dock can run full, but if the dock where to auto trade when merchant arrives&leaves, there would be time for workers to move goods to empty storage space again.
  4. From the album Devilshorn

    Originally had a self sustainable city of 5k bannies and let it run overnight for 12 years with no trading at all. However, something must have happened. Not sure, whether the bennies missed my company, but the population halved, over 2.5k died
  5. Hey you all, I'm probably being extremely dumb right now, but i cannot for the life of me figure out, how to delete an album from the gallery/town exhibitions, nor even how to delete a single image from the ones I uploaded previously. It shouldn't be that difficult. Any help is appreciated greatly. Please help out a fellow to stop spamming this board with poor screenshots
  6. Ok, that makes sense. The pathing actually got updated some years later, so the woodcutter became more productive. Interesting point to keep in mind when expanding rapidly.
  7. After expanding the city slightly, the efficiency has been dropping sharply. Trying to figure out, why e.g. there wasn't enough firewood. The setup should be efficient: The woodcutter has everything in range. There's a food, tools, cloth market nearby. His home is near his workplace. There's a wood cart making logs available nearby and Firewood storage, to deposit the firewoods right after. Earlier in the game, such a woodcutter would produce 500-800 firewood, now he produces 50. The problem seems to be, that after producing firewood, he will carry it across the whole map, to bring it to a firewood storage there, instead of using the one right next to his workplace. Is this just problematic A.I. in banished? Just related to the ghosted Firewood storage? Normal behavior on a crowded map? Is there any way to fix this? I followed the guy the whole time, it showed he was working and he had the 24 firewood in inventory, so it wasn't a lack of food, cloth, tools, herbs, etc. that would make him search for something.
  8. Thank you for clearing this up. The other images can stay. It was just so confusing. Indeed, under "Manage Image", "Edit Details" is the only option. Seems like mere plebs are not trusted with crucial tasks, such as deleting images
  9. Please try it out. I can reupload if necessary
  10. Maybe not the same delete option. Here's where I got stuck following the above post: 1) Gallery 2) Town Exhibitions 3) Click on an image of my "Devilshorn" gallery 4) Manage Image 5) ??? If I press delete in lower right, it removes image, but I cannot save it anymore, since an image is required. If I don't save, the deletion will be ignored. Screenshots of the above steps, for explanatory purposes
  11. There seems to be some magical attraction for the PEIShoreEdibles, when it's newly built. Just take a look at all those bannies queuing up to visit it: All of the encircled bannies are visiting that new PEIShoreEdibles on the left upper corner. The line goes even further, but couldn't fit it all on one screen. They go absolutely ham You can also see, how they all run past the old PEIShoreEdibles placed further to the center. That one's already out of fashion.
  12. From the album Devilshorn

    A church sanctioned final resting place for those hardworking bannies. However, I slightly messed up proportions and orientations and can't seem to fix it.
  13. So I've been pondering this question, whether it would be possible to build a village on water with no land connection. Using CC, Mega Mod and Maritime Sets, food, basic clothing, lumber, herbs & fuel can be made solely on water. which should covers most of the basics. The main production buildings will be fisheries (for food), chicken breeders (for food&feathers), reed farms, rice farms & ale brewer Some Problems: Graveyard cant be imported, or rather dead bannies can't be exported, so an exception will be made. Graveyards will be built on those smaller central islands. Lumber can be made, however the building requires iron. Iron needs to be made from iron ore on land or traded. The dock workshop only makes rough tools and survival coat. Low durability! Feathers for survival coat can be produced at the chicken breeder, however, how to get the 12 required chicken early? Hunting ducks is unreliable, too The idea was to build only on water, while initially harvesting resources on land, before I could overproduce for trade with tools, reeds, rice & ale to import missing goods. However, before the dock could be finished, iron ore ran out. And with the amount of items in the game, it can take many years for the trader to deliver useful goods. Then all nearby trees were cut and the driftwood finder doesn't nearly produce enough wood to fuel a wooden village growth. And so on. With the land barren, people starving, without tools and the trader delivering year after year useless items, a change in plan was required. So until the production is further advanced on water, some supportive buildings have been built near the cost. Currently, the following buildings are on land: dense tree shack iron shack iron ore shack coal shack boarding house nomad well (needed to replace starved & frozen bannies) old castle (from Old Castle - Hard starting condition) small fuel refinery small iron smelter wild shepherd (for early goods to trade) Any feedback, comments, on how to best proceed? Are there any other mods with contains buildings that are buildable on water? And here's the currently not sustainable village Edit: Officially broke contact to all land in winter 18. Turns out the building set is designed to be almost selfsustaining. It can produce all required materials & goods to survive&expand, except for iron ore. One does need to acquire once 100 rice and 12 eggs though to get started. The only buildings on land were two graveyards on two small islands and the village was growing quite nicely, until... a disease spread. With no waterbuildable hospitals and the dense population, it spread like wildfire. Well damn, so much for this attempt:
  14. From the album Devilshorn

  15. From the album Devilshorn

  16. From the album Devilshorn

  17. From the album Devilshorn

  18. From the album Devilshorn

  19. Test No.2: 55 hunting blinds working for a full year with nearby storage and housing. Results: Highest: 1800 duck meat Lowest: 0 duck meat + 14 feathers avg. 1115 duck meat
  20. From the album Devilshorn

  21. From the album Devilshorn

  22. From the album Devilshorn

  23. From the album Devilshorn