Banished

Banished

MegaMod 0.06
General feedback thread(?)
Posting feedback on the main mod page seems a bit weird, so let's post the feedback here. Or open up new threads I guess.

Let's make Banished great again!
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Showing 1-15 of 23 comments
[Lemons] w!z@rD Oct 30, 2016 @ 3:32pm 
I noticed that many buildings lack proper, informative descriptions. For example, the "School House" description just says "Used to educate citizens to be more productive.", but unlike the Village School or One Room Schoolhouse it doesn't mention the building's student capacity.

Same goes for many, if not the majority, of homes and housings. "Build a colonial small house" isn't very helpful.

Some other descriptions include the building costs which is obviously completely unnecessary as the resources are always displayed at the bottom of the tooltip.

Some production buildings which seem do the same things have different descriptions or descriptions which could be worded better. E.g. Mini Hunter, Hunting Cabine, Hunter, Hunter Cabine. Or the Gatherer buildings.

The description of the "Fisherman" building is literally just "Fisherman". I mean, it's kinda obvious what a building called Fisherman is going to do, but still...

Examples for good descriptions would be of: Bee Shelter, Saltbox House, Resource Depot, Medieval Normal Barn.
Last edited by [Lemons] w!z@rD; Oct 31, 2016 @ 1:16am
Vrayna Oct 31, 2016 @ 3:27pm 
A lot of the buildings come from different mods and modders. Not everyone puts the same amount of info in the description for their building. Megamod collects all those mods in one big package, balances building costs, and avoids the old "in which order should all those mods be loaded" issues.
It's already a pretty huge amount of work, ironing out all the descriptions to make them all "feel" the same would add thousands of lines of editing for not much gain from a gameplay point of view.
Last edited by Vrayna; Oct 31, 2016 @ 3:27pm
burninghey Nov 3, 2016 @ 8:09pm 
Blackliquid's Unhappiness Radius doesn't show up with normal quarry
Vrayna Nov 4, 2016 @ 4:40am 
I'll mention that to Kralyerg.
There's also a couple of "industrial" buildings from other mods that don't show a radius. I'm not sure if that's because the whole unhappiness thing was skipped so they don't generate any, or if it's just the displaying bit of it that got forgotten.
ahhh33 Nov 4, 2016 @ 5:57am 
Some of the radius circles are colored differently.

Is there a guide or a reference to see what the different colors signify? i.e Dark red, purple, yellow, etc. Or, is it a simple difference from modder to modder?
endymionshepherd Nov 24, 2016 @ 1:48pm 
I love the "tiny" items. I like to start the game hard or adam/eve and build up slowly, but I don't like to spend all my time trying to click-to-harvest and click-to-gather to get what I need. The garden shed (as an example) is small and cheap so I can build it early just so I can keep someone on top of getting lumber while I micromanage the others; and I'll rebuild a few times as I expand away from my market. Also I like the tiny fishing because it easily fits on the streams and I think that those streams are undervalued. I use them for water wheel buildings and the shore thing (sand/clay) whenever possible. Realistically speaking brooks and streams can have a lot of value so I'm glad to have a Food that can exploit them. No, it didn't bring in very much but that little bit over the first few winters was enough to not have any starvation deaths :steamhappy:
killermonkey152 Dec 2, 2016 @ 10:48am 
When i activate the mod my game crashes, Any idea why?
endymionshepherd Dec 11, 2016 @ 10:28am 
I'd like to see tea crops at some point. I know it's not really a food item, but neither is coffee (I mean you can't survive off of it) and it could be brewed at the existing coffee house (or add a teashop) as a luxury instead of being trade only.
I noticed lately that my people are going through luxuries like no-tomorrow eventhough overall happiness is almost full. I feel almost like it's too easy to have people happy but they burn luxuries a bit too quickly at the same time.
Also, is there a way to scale back herbs a bit or make more uses? I get thousands of herbs (I'm big on gathering wild foods) and once I have a few foods going, the people don't really seem to be using the herbs. Since a lot of traders won't accept herbs, they just keep piling up. Like making oil: the oil press uses a lot of input but the output will stock a lot of houses for a while since they only take small amounts. Sometimes Fish are in the same boat (haha, no pun): there aren't many refined products for fish. Sometimes your people are starving and other times they're swimming in boring fish. I know the point of most refinement is to turn less into more, but I wouldn't mind a couple that worked the opposite way if making something desirable.
Aright, that's just my 10cents. Thanks for everything and keep up the good work.
Harkoon Dec 26, 2016 @ 12:16pm 
I found a little bug: the city roads texture 1 and 2 cannot be deleted. I wanted testing first and now they are wildly in the out back ^^... but the mod is great, the game gets realy complex and that makes the game fun.
Last edited by Harkoon; Dec 26, 2016 @ 12:17pm
[SDD]Dwarve1 Dec 28, 2016 @ 4:57pm 
perfekt . thx mate for the work.:steamhappy:
Boosted Jan 6, 2017 @ 5:29pm 
Where are the links to download the modpack?
kralyerg  [developer] Jan 7, 2017 @ 12:28pm 
@Boosted just go to the main description page and click Subscribe.
Kind Liar Jan 9, 2017 @ 7:52am 
another error i found was when i clicked the button for rk or red ketchup mod the games crashes!
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