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Found 74 results

  1. Version v17

    643 downloads

    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V13 Updated for C 1.72 and MegaMod 0.07 V14 Fix Fuel storage bug.
  2. The Native Wigwam is a round native structure, traditionally made from wooden poles, bark and thatch. If you give the natives some Muskets and Arrowheads, they will let you use it either as housing or as a storage place. Construction Requirements: 28 log, 14 leather Size: 4 by 5 Upgrade cost: 2 Musket, 25 Arrowhead. Note that you will not be able to destroy the Native buildings that were present on the map before your people moved into the area unless you manage to upgrade them first.
  3. 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
  4. The Native Tipi is a cone-shaped tent, traditionally made of animal skins stretched over wooden poles. If you give the natives some Arrowheads, they will let you use it either as housing or as a storage place. Construction Requirements: 8 log, 14 leather Size: 3 by 4 Upgrade cost: 20 Arrowheads Note that you will not be able to destroy the Native buildings that were present on the map before your people moved into the area unless you upgrade them first.
  5. Version v17

    115 downloads

    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a high storage volume (2.5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V15 Updated for CC 1.7 and MM 0.07 Skipped some version numbers to stay current with Ridiculous Storage.
  6. Version v17

    88 downloads

    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a high storage volume (2 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V15 Updated for CC 1.7 and MM 0.07 Skipped some version numbers to stay current with Ridiculous Storage.
  7. I've been playing banished since late 2014, and started using CC when Curse of the Golden Llama 1.4 just came out back in March of 2015. And I always personally hated using market places. They take up so much space and have such a large footprint and have very little storage for there massive size. so they don't even hold a lot of whatever they are holding and distributing. Really that is my only complaint about them, they have so little storage space by per tile for the space they occupy, and for the area they service the don't cover a very large area going off of (market footprint)/(total area serviced) the larger markets' cover and occupy a large percentage of the area they cover to what they service. And the small ones are nice for there size to the area they cover but then you have the problem of lots of citizens doing essentially nothing and the amount of stuff they hold is only enough for 2 people worth of food to carry. I watched a market cart before and it would constantly go from 9%-100% to 0 to 100% full capacity nonstop. Okay I'm kind of ranting and not explaining my main purpose, the point of this post is, how useful or not useful are marketplaces? I have done games and built city's before with no to barely any marketplaces. I tend to just not build them but sometimes I do. Just encase maybe they help in some way. Or are they purely just cosmetic? And then I tend to not even staff them at all if I do build them. I just want to know do they actually help with productivity or don't? I wanted to run an experiment or if anyone knows already. if I build a network of marketplaces that overlap with each other do the vendors take stuff from other marketplaces to put it in theirs? I tend to build mass production centers. all food production in this area, all clothes produces in another all tools produced in another and all mining in a corner. Another question is, if they are useful and I should build them, which is the best one? has the most storage? Or is best for servicing a large area for its size? I tried finding as much information as I could before this post; but most of all the market buildings don't have complete info on there storage capacity on them in the megamod. Only a few of the marketplaces have there data in the data sheets. Along with a lot of other missing data. That I am experimenting and trying to figure out myself. Thanks in advance for any replies or help, would really appreciate it. Especially since the beginning of me playing banished I've always never was for the large market place, looks nice but... P.s. This was written at 3am in the morning/middle of the night hope you can read it and understand what I'm trying to say
  8. Version 2.1

    347 downloads

    DS Tunnel Mine (CC edition) new v2.1 - 28/11/2016 Fixed issue with Mine upgrades only allowing 4000 resource production - changed to correct amount (6000) as stated in UI text. Changed build cost of Mushroom Farm - lowered cost of Logs & Stone, added in Mushroom build requirement. Should be save-game compatible, as long as you haven't built the Upgraded Mine. If you have, Upgrade that mine into the Cellar or Mushroom Farm. You should then be able to update the mod in your WinData folder. Build a Tunnel Mine in your town: Random production version - produces Iron Ore, Coal and Stone randomly. Employs 1-8 Miners. (*allows 2000 resource production) Select production version - produces Iron Ore, Coal and Stone, select production via UI. Employs 1-8 Miners. (*allows 2000 resource production) once depleted, or if you like straight away, you can upgrade the mine to any of the following: Upgrade option 1: Tunnel Mine upgrade - upgrade the mines for further Iron Ore/Coal/Stone production. Employs 1-13 Miners. (*allows 6000 resource production) Upgrade option 2: Old Tunnel Mine Storage Cellar - stores all Foods, total capacity is 20000 by weight. Upgrade option 3: Old Tunnel Mine Mushroom Farm - Grow Mushrooms in the old mine. Employs 1-3 Farmers. You will find the DS Tunnel Mine menu button in the Resource Production menu. Installation: Download file "DSTunnelMineCC_v2.1.zip" 'Unzip'/'Unpack' file, and copy the file "DSTunnelMineCC.pkm" to your Banished WinData folder. Enable mod in mod list. Place below Colonial Charter TFA / Mega Mod / The North Thanks to Kralyerg & BlackLiquid for use of Iron Ore Resource files enjoy. Change Log:
  9. There are six different Lean-Tos: Edibles / Fruit / Vegetables / Grain / Protein / or General (all of these items plus Health and Clothing). Use the “F” key to choose whether you want the covering or a storage area without a cover (just the crates and barrels). Footprint Storage (weight) 2 x 2 2000 Items Stored Six different versions: Fruit / Vegetables / Grain / Protein / Edibles or General (all of these items plus Health and Clothing) Construction Requirements: Work Required 25 Logs 20
  10. This barn is old but still provides a good amount of general storage – as much as a regular barn. Due to its rickety nature, it cannot be upgraded. Surprisingly, the hole in the roof doesn’t appear to let in enough rain to spoil the goods stored there J Footprint Storage (weight) 4 x 7 7500 Items Stored Edibles / Fruit / Vegetables / Grain / Protein / Tools / Health / Clothing Construction Requirements: Work Required 56 Logs 20 Stone 72
  11. There are six different Lean-Tos: Edibles / Fruit / Vegetables / Grain / Protein / or General (all of these items plus Health and Clothing). Use the “F” key to choose whether you want the covering or a storage area without a cover (just the crates and barrels). Footprint Storage (weight) 2 x 2 2000 Items Stored Six different versions: Fruit / Vegetables / Grain / Protein / Edibles or General (all of these items plus Health and Clothing) Construction Requirements: Work Required 25 Logs 20 View full article
  12. This barn is old but still provides a good amount of general storage – as much as a regular barn. Due to its rickety nature, it cannot be upgraded. Surprisingly, the hole in the roof doesn’t appear to let in enough rain to spoil the goods stored there J Footprint Storage (weight) 4 x 7 7500 Items Stored Edibles / Fruit / Vegetables / Grain / Protein / Tools / Health / Clothing Construction Requirements: Work Required 56 Logs 20 Stone 72 View full article
  13. When I want to just have fun designing a lovely town, I do use the debug menu to 'cheat' additional food and supplies for my banished folks while they build. But yesterday something weird happened. Normally when you add 1000 items via debug menu, it only increases the number of items that were already present. In other words, if your town has never grown, produced or traded for an item, it should not appear in your storage when you use the debug menu. But as you can see from the inventory lists pictured, I suddenly ended up with very small amounts of MANY items, rather than the extra 1000 potatoes I expected to get. Additionally, not all (or even many) of the crop foods increased. Only items well along the production chain appeared, like tinned fruit and copperware. I think this might be related to either my map seed or maybe the quay storage buildings? Either the map has a fault or the quay storage somehow unlocks stuff. I'm leaning toward the map seed explanation. Have you ever experienced anything similar?
  14. Over at Banished Info, Nomad (who is the alter-ego of Kid1293) has added a set of crates that can be used as storage. The mod is also listed at World of Banished but I sometimes have interruptions to any downloads from there so I'm listing both links here. Given that there are a number of people who like to add decorations to their towns (I particularly like to add crates, barrels and so on around the dock areas and around the warehouses), this mod gives an interesting option to small warehouses/barns. Links: - World of Banished: http://worldofbanished.com/index.php?action=downloads;sa=view;down=164 Banished Info: http://banishedinfo.com/mods/view/871-Storage-Crates And there's interesting ways to use them too. Here is a description from Nomad/Kid1293 of what can be done with the storage crates: - "Just place a crate/sack/barrel near where the bannies work and you don't have to take multiple turns to the barn.Later you just delete the crate and it gets emptied and everything in it goes to the barn."
  15. A storage area for wood, built over the water as part of the docks. Construction Requirements: 29 logs, 29 work Size: 2 by 3 Storage Capacity (weight): 6500
  16. A storage area for wood, built over the water as part of the docks. Construction Requirements: 29 logs, 29 work Size: 2 by 3 Storage Capacity (weight): 6500 View full article
  17. A storage area (like a stockpile) for fuels such as firebundles, firewood, charcoal and coke, built over the water as part of the docks or on land.. Size: 2 by 3 Construction Requirements: 29 log, 29 work. Storage Capacity: 6,500
  18. A storage area (like a stockpile) for fuels such as firebundles, firewood, charcoal and coke, built over the water as part of the docks or on land.. Size: 2 by 3 Construction Requirements: 29 log, 29 work. Storage Capacity: 6,500 View full article
  19. A large storage barn designed to be built as part of the docks. It can also be built on land. Stores: All edibles and dry goods, tools, clothing, and health items Size 6 by 4 Construction Requirements: 50 Logs and 50 Work. May be built on water next to docks, on shore or on land. Storage Capacity: 10,000
  20. A large storage barn designed to be built as part of the docks. It can also be built on land. Stores: All edibles and dry goods, tools, clothing, and health items Size 6 by 4 Construction Requirements: 50 Logs and 50 Work. May be built on water next to docks, on shore or on land. Storage Capacity: 10,000 View full article
  21. A small storage barn designed to be built over the water as part of the docks. It can also be placed on land. Stores: All types of edibles and dry goods, tools, clothing and health items. Size: 4 by 3 Construction Requirements: 40 Logs and 40 Work. May be built on water next to the docks, partially on shore, or on land. Storage Capacity: 6,000
  22. A small storage barn designed to be built over the water as part of the docks. It can also be placed on land. Stores: All types of edibles and dry goods, tools, clothing and health items. Size: 4 by 3 Construction Requirements: 40 Logs and 40 Work. May be built on water next to the docks, partially on shore, or on land. Storage Capacity: 6,000 View full article
  23. An old Castle converted into a very large walled storage building. It can store huge amounts of resources. Construction Requirements: 100 logs, 250 stone, 150 lumber, 390 work Size: 17 by 19 Storage Capacity (weight): 85,000
  24. An old Castle converted into a very large walled storage building. It can store huge amounts of resources. Construction Requirements: 100 logs, 250 stone, 150 lumber, 390 work Size: 17 by 19 Storage Capacity (weight): 85,000 View full article
  25. The Distribution Barn is a general storage building that can have a worker assigned to it. This worker will empty the barn into the closest available storage, helping to bring things produced far from your town back to a more convenient location for your villagers. Unassigning the worker, or disabling the Work button on it causes this building to act as a regular barn. Construction Requirements: 38 log, 10 lumber, 48 work. Size: 3 by 5. Storage Capacity (weight): 4500 Profession: Vendor Number of Workers: up to 4. The default number of workers for that building is 0 and should be adjusted while keeping in mind that it can impact the distribution of the workforce in your markets.