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Mega mod tutorial??
I'm still relatively new using MM. There's a ton I'm lost on, like some jobs and energy buildings for example. An example is I'd queue the construction of something and realized it required lumber. So then I'd set up a sawmill to cut lumber. Or I couldn't farm coal without fuel, but didn't know how to create fuel. Stuff like that.
I search for a MM tutorial but what comes up are instructions on the downloading the mod. I need a guide that explains all of the toolbar options, and where and when they should or could be used. That would be extremely helpful. Any suggestions? Thanks everyone
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Showing 1-5 of 5 comments
oldtimerray Dec 6, 2021 @ 4:15pm 
might be better to watch a video of some else playing with the megamod. The fuel they refer to is probably furnace fuel made at the fuel refinery.
maiden4meldin Dec 6, 2021 @ 5:17pm 
Wonder Wizard did a great series with MegaMod 8, but honestly, yer just better off playing with it yourself. Stick with the CC and RK and DS mods to begin with, Then start checking out the Theme packages. I love Kid's Food Line, its awesome, And in the Resources tier 1, Icon Tree, you will find Renewable Resources, To grow Stone, Iron Iron Ore, Coal and Trees.
Look in the Themes for a Greenhouse Icon, Click on that and look for the FarmPlots. They are difficult to locate, so pause your game, and Hunt for it. you want the 7x7 Plot, And it is about halfway through the scroll bar that pops up once you find it, Just plop and build, Four is a great start, you will be able to farm, Veg, Fruit, and Grain. No more Forestry Nodes required or wanted really with the Megamod 8 or 9. I also found the Coastal Set their Driftwood Loggers, are better than any Forester hands down.

So, for my first round of building. I build the School, IttyBitty School, I put down Four Farm Plots from Kids Themes, (Greenhouse Icon) Then I put down a workplace, that will build me tools and clothing. I put down a House, And then I put down the Croc Hunter, Use the rest of your labour To clear small areas that you want built next, and place your roads down. I like to put down a road, space road. So a three tile road gives me a chance to put the "CC, Lean'to Storage down. I only use specialized storage, and those give me 2000 capacity use two tiles, and two road tiles total. Tile for Tile, it is the best possible storage available for Food, I use the Food Only Lean'To, and for Tools and Clothing, I again go to CC and use their Cellars, For Tools, place by the workplace, and The CC Cellar, for Clothing. There are plenty of other options, but those are the ones I use, because they are super cheap to build, take up one tile each, and are convenient in my road/space/road designs. I also utilize the Specialized stockpiles, and When I plant the stone, I surround the radius with stone stockpiles, building them 1x?? so I end up with a square road all around, and the stockpiles frame the radius of where the stone will grow. I do the same, for the Iron, and Coal. I don't build the Dense Trees, or the Iron Ore Renewable Resource.

Once all your food is placed. I prefer to start with a Croc Hunter, and then I like the WatchTower in RK's lineup for Hunters. Once my food is taken care of, I put down the rest of the houses. And build a Sawmill. The sawmill will produce Lumber and Firewood, And will eat a ton of your logs. So keep the Sawmill on a tight leash. Once the sawmill is built, the houses are built, I put down a Coastal Driftwood Logger. And staff that at one person. By now, my first students should be graduating, and I will be in need of more housing.

From there, around year ten, I want a Stacksburner. To make Charcoal. I prefer Charcoal, because it uses less logs than firewood, and is utilized mainly by the housing, for fuel. Whereas firewood, is often an ingredient in various other recipes, like roasted nuts, needs acorns, and firewood, some kitchen recipe's also want firewood. But by and large, Charcoal is what you want for housing fuel. I set and keep that limit to four thousand, until I have around 800 people. Then I will bump it to 8000.

Logging Limit 2000
Stones Limit 2000
Iron Limit 2000
Food Limit 500,000
Fuel Limit 4000
All the rest,
Tools, Clothing, Minerals, Luxuries, I leave at 500, and boost them as required.
You will find you need to boost Textiles often. Right now my textiles is at around 3200, And my clothes are at 600, Misc, is also an ever growing limit, due to forest cut downs. Flowers and Turf, I can never remember what it is called. Fodder, take a ton of space, and are great items, if you want to follow those chains, Myself, I just dump them at the Trading Post, which I also build right away. I build the Large Port, But with MM8, many prefer to build variety specialized Trading Posts. MM9 Many of the specialized ports are bugged. So I stick with the Large Port.

Best goods for trading. Seedlings, Candles, Perfume, Flowers, Fodder, Books, Fur Coats, Coats of any kind. Tools of any kind. Since you have renewable resources, Making Tools for Trade is both Possible, and lucrative. Ale, Taverns also are profitable with Megamod, due to Kid's Farm Plots. I rarely ever needed to put down actual Farms, and never had to place any orchards at all. Place the Plaza, it will grow 1800 Apples per year, with 1 worker. And can have up to 3 workers. Domesticated Animals are easily obtained, for trade using the Crystal Stables, Build that and feed the Stable a grain, and it will pump out Domesticated animals. Which you can sell for 250 each or use to build various buildings.
olympe Dec 9, 2021 @ 11:08am 
I don't have a full tutorial, since most of the same principles as in vanilla apply. But I once wrote a little post about "magical (food) production buildings and where to find them" that I can requote for you.
The MM8 mod also has a building (themed sets => build a forest deep building) called "magical garden". It works exactly like a gatherer with only one worker, but has absolutely no radius of influence. (However, they seem to diminish the output of each other if built too close together.) It's called "magical garden" and usually produces 1100 food or more with the one magician that can work there.

If you play with MM8, there really is only one crop that you absolutely should grow: Roots (vegetable). For some reason unknown to mannkind, the food yield is around 3.5 times that of any other crop grown on fields. However, roots need lower temperatures to thrive, or you'll have to manually delay the harvest.

Pretty much all food groups can be grown/harvested year-round, most of the time without any seeds needed.

Grain:
* Rice planter (themed sets => docks and [...] => storage, industry and food. It's 5x5, has to be built on water and produces somewhere around 1200 to 1600 rice per year with only one worker. That's really all you need to keep all your mills bakeries going. Downside: You need to have 100 rice to build them.
--> The ricewine sill (in the same tab) allows you to make wine out of rice, too. However, in my experience, ricewine sills don't mix well with other alcohol-producing buildings or buildings that store and sell alcohol.
* Kid's 7x7 plots (themed sets => buildings for growin plants [...]) allow for the production of both barley and sorghum, two more types of grain. While I never managed to get the production up to 4000, I often have something between 2500 and 3000 with three workers. This beats any field or orchard.

Fruit:
* Plaza, 9x9, (themed sets => B&B) for apple production. Also gives happiness. Up to two workers, each harvests between 1100 and 1300 apples per year.
--> Apples can be used to make jam (themed sets => build a workplace => preservist - it's the only one that allows for the use of honey and does not need glassware to work), tinned fruit (fruit tinnery), apple pies (most bakeries), candy (themed sets => celebrate [...] Christmas => candy store), baked apples (themed sets => celebrate [...] Christmas => warm snacks), mead or ale or cider (quite a few brewery-type buildings) and... I think that's it?
* Kid's 7x7 plots (see above) allow for the production of both strawberries and water melons.
* Hothouse (either where you find Kid's plots or in food => greenhouses) allow for the mass production of both pineapple and mango. (Never, never grow eggplants in there, it's not really worth it.) Production with 3 workers is usually around 4000.
* You can grow grapes in the grape house (3x3, themed sets => Celebrate [...] Christmas), I think the production for one worker was around 800 or so.

Vegetable:
* Did I mention Kid's 7x7 plots? No? Lots and lots of vegetables there (broccoli, carrot, cucumber, lettuce, kale, peas, radish, spinach, tomato, turnip). They're great. :)
--> Most vegetables can be used in a fruit tinnery. However, the true winner is the tomato. You can use it to make salsa (themed sets => buildings for your tequila community => taco kitchen), tacos (also in the taco kitchen), tomato soup (2nd menu in the food section: Soup kitchen, needs tomato and milk), ketchup (never tried that one) and tinned vegetables.
* Tomatoes can also be grown in a 5x3 tomato (hot)house, but they weren't as good as the plots, if my memory serves me right.
* Pumpkins can be grown in a greenhouse (also 3x5, can be found in the food => greenhouse or where kid's plots are). I think the production was around 600 per worker, only one worker allowed. Which is... okay-ish.
--> There's one single bakery in MM8 that has a recipe for pumpkin pie. The bakery is in the food => food refining section. It's the bakery that has its icon between the two oil presses. The downside? You'll also need seed oil and spices, not to mention flour to make pumpkin pies. That particular bakery is also the only one that allows the use of mangos and pineapples for making fruit pie.

Protein
* Granny Park II (themed sets => A park [...] produces lots of walnuts. 2 workers, 1100 walnuts each.
--> Walnuts can be made into nut bread in various bakeries, or they can be roasted on a campfire (food refining).
* Hunting blinds for hunting ducks. Like with hunting lodges, the production varies. Hunting blinds get you between 600 and 1600 ducks a year. Putting them too close together makes them produce less. Hunting blinds need to be placed at a shoreline.
* Fishing. I'm especially fond of the arch bridge fishing spots from DS' jetty and bridges. If placed well and staffed with only one fisherman, they produce up to 1100 fish a year while having a significantly smaller radius of influence than most other fishing alternatives. Pro tip: Only connect the arch bridge fishing spot on one side to achieve the 1100, otherwise, you'll be closer to 900 fish per year. Needs to be placed in free water.
* In themed sets => docks [...] => storage, industry and food, you can find a water scavenger. They produce various kinds of protein, around 600 to 800 a year. Need to be built on water, no radius of influence.

Some other tips:
* The best mill that I've found thus far is in themed sets => GF Farm. It's built in two parts, storage (1st floor) and actual windmill (2nd floor), combined to a size of 4x4 with roads around one corner. This mill is small, pretty effective (1400 flour per year with two millers) and has its own storage area built in.
* For tools: In themed sets, there's a tab (buildings for your tool production). These things are badly OP. The ore furnace doesn't need any fuel to turn iron ore into iron. And then there's the alchemist's tower that turns iron tools into steel tools using firewood. No coal needed for steel tools... :D
* In themed sets => friendly neighbourhood, you find butchers and bakers that make residents happy. :steamhappy: Better, there's also a town hall that increases happiness.
--> Pro tip: Build several of these townhalls in one go. The button will be greyed out if you leave the menu after ordering the first, but if you build several at once, you're golden.
* Choo choo: There are some rather unusual prices when you trade with the choo-choo mod. Duck meat is worth 3, bread is worth 4. (Regular trader has both listed for 1.) If you want to create a trading empire where you don't have to produce much of anything, sell duck meat or bread with the choo-choo mod, then buy more with regular traders. Or just produce both yourself (easily done), then use the choo-choo mod to buy other stuff that's harder or less space-efficient to produce. Like potatoes, but also onions, beans and peppers. Maybe blueberries or apricots.
* Schools: The very best school is the one-room school house. Why? Because it can be upgraded to a farmer's college, which has enough space for 80 students. No idea how one single teacher is supposed to manage that, but it works.
* Churches: I'm a heathen. I build holy stones (themed sets => forest deep buildings). They're 2x2 and allow for congregations of up to 120 heathens.
* Fuel: While charcoal production is the best thing ever, you'll also need firewood for a number of food refining and other businesses. So, get chopping and charcoaling. ;)
* Trading value (normal trader): Fruit jam is amazing. Charcoal is great. Perfume and alcohol are good, too. Wool and canvas are nice to sell, too.
* Animal husbandry: Forget about it. This is where your traders come in handy.
If you absolutely have to have some pastures: Try bisons, deer and ducks. Ducks will take a long time to fill a pasture, but once they do, they give you lots of food.
maiden4meldin Dec 9, 2021 @ 11:47am 
Oh Wow! Olympe!! Thats some serious amount of details!! Thanks!!
olympe Dec 10, 2021 @ 7:21am 
Well, an inquiring mind wanted to know...
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Date Posted: Dec 6, 2021 @ 12:33pm
Posts: 5