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estherhb

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Everything posted by estherhb

  1. In the CC 1.7, homes can use Firewood or Charcoal (or Coke) for heating. A lot of us build a Stacks Burner ASAP so we can produce Charcoal instead of Firewood because you can produce 11 Charcoal per Log vs only 4 Firewood per Log. I also use Charcoal to produce Furnace Fuel. In CC 1.75, which uses the new Flags, both Charcoal and Firewood use the Fuel flag as does Coke (Furnace Fuel uses the Industrial Fuel Flag so it is not used in homes.) Not sure why your homes weren't using Charcoal.
  2. When using CC 1.75, the easiest way to get Domesticated Animals is to start with the Wild Shepherd who will "find" around 8 or so DA over a couple of years. Then use those to build a Stable. Of course, you'll need Oats or one of the other designated grains to "grow" your own DA.
  3. A Tinnery where vegetables are preserved into tin cans. Due to processing, you will get more food quantity and value out than what you put in. The Vegetable Tinnery uses Tin and any of the following vegetables to make Tinned Vegetables: Beans, Broccoli, Eggplant, Cabbage, Peppers, Beetroots, Sugar Beets, Carrots, Cucumbers, Peas, Radishes, Spinach, Lettuce, Olives, or Chilies. The four tinneries have been designed so they can be placed side by side or separately. Size 5 by 5 Construction Requirements: 55 lumber, 2 building supplies, 10 tin, 60 work. Profession: Tinnery Worker Number of Workers: 3 maximum. View full article
  4. I see that Banished is on sale on Steam for 75% off - just $4.99!! No reason to still use a bootleg copy or to refuse to buy your spouse and kids their own copy
  5. I think it would be a bit of a distraction while you're trying to watch TV to have the horse's "other" end in your living room!
  6. Back in Colonial times, it was traditional to have a quince tree in your yard. One quince tree. Not a whole orchard. Apparently they couldn't figure out what to do with them either.
  7. I see that Luke has released Banished Beta version 3. You can read all about it HERE. This version fixes a few bugs and seems to do two things: 1) allow modders to require more than 3 resources for construction of buildings and 2) updates the Debug menu, adding the new flags. I can hardly wait for the non-beta to be released so mods can be uploaded onto the Steam Workshop again. For those of us on Steam, I think it's a bit easier to subscribe to mods than to download them.
  8. You may need to reduce the number of gatherers allowed at your Gatherer's Huts so the extra Gatherers go to the right buildings.
  9. That's Red Ketchup's Mod "Choo Choo". It is available at WorldofBanished.com.
  10. Yeah - I could see that. Your majestic Cathedral is a good example. Would be nice to require Candles too which IMO are under utilized. The additional building requirements are especially useful for standalone mods.
  11. Luke made the change at the request of Red Ketchup. It was something that several modders had discussed at WorldofBanished.com.
  12. I'm not so sure this is a "great addition" if you are using CC. I remember how it was before there were Building Supplies and Homewares. There were lots of buildings that required something different. When you went to build something, you never knew what special item you were going to have to go out and buy or produce before you could proceed. It could be frustrating. By using Building Supplies, you were able to choose one recipe and stick with it and it took some of the frustration out of the process. I understand why those who are making mods that don't utilize Building Supplies would want this - especially as they create new products like Thatch. I'm just not sure CC should go back and change it's current requirements for construction. Will have to wait to hear from the BL guys.
  13. Coverings are "ghost" items. Should be able to click on ghost items to get a window where you can click on the "X" and the item will disappear. With regular items, a builder has to come over and remove it. Not sure what is wrong with the one you can't remove. Sorry. Maybe you can put a few benches under it and some flowers around it as sort of a rest stop?
  14. Came across a YouTube of this game that's in development. Can but hope that it will turn out as good as the video suggest it will be: Ancient Cities Video on YouTube
  15. The Coverings looks like they're from one of Kralyerg's mods and are part of MegaMod.
  16. Time for me to start a new town. There are so many new mods out there I haven't ever used. Thought I would ask everyone what their favorite mods are (besides CC of course!)
  17. Assume each worker. Note that educated workers generally produce more than uneducated workers. To produce Hide Coats, the Tailor needs 2 Leather. An educated worker will produce 2 Hide Coats but an uneducated worker will only produce 1 Hide Coat.
  18. Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  19. The Production Spreadsheet shows inputs, outputs and profitability for manufactured goods. Like Foresters, Herbalists and Fishermen, the Driftwood Scavenger doesn't manufacture anything - he just "gathers" stuff. The amount gathered is partly based on "Work Required" and "Work Time" which are numbers in the code for that building. However, you can't calculate the quantity gathered just by knowing those numbers because other factors come into play such as how far the worker lives from the job site and how far he has to go to get food, tools and clothing. Whether a worker is educated or not can also make a difference. The only way you can figure out how much the Driftwood Scavenger produces in a year is to take a look at the production numbers for that site.
  20. Sorry - there's no estimated timeframe that I've heard of.
  21. The Excel spreadsheets HERE contain all that info. It's helpful, but sometimes is really too much info.
  22. You certainly don't need to hurry into processing food for your Bannies. Except for demanding Sugar Cookies, my people don't seem to care what they're fed. There are some processes that result in more food. Items made by the Tinneries are one of those. For example, it takes 20 Beans + 1 Tin (worth 27) to make 36 Tinned Vegetables (worth 108). Not only do you make a profit of 81, but you have 16 more veggies than when you started. Whether you sell them or not, you come out ahead. Making Hardtack also increases the # of food. It's a two part process: It takes 20 Barley of other grain to make 14 Flour (a loss of 6 food) Then it takes 5 Flour to make 20 Hardtack - an increase of 15 food. The net increase is 9! (I used the production #s for educated workers.)
  23. There are a few refined foods that count toward more than one food group such as Fruitcake = Grain and Fruit so those are a bit better - but there aren't many of those. Refined foods with a trade value of 2 or more still count as one food when eaten by your citizens.
  24. Because there are so many new mods, that's the reason I started the post to see which one or two people especially like. Didn't work.
  25. Did you verify that you are using the beta version of Banished? Should be 1.0.7 beta.