Banished

Banished

NORTH 7
Tom Sawyer  [developer] May 15, 2017 @ 3:10am
Troubleshooting
If you find a bug or have a problem playing the North with or without other mods, please let me know in this thread. We can talk about it and fix it. :)

Your game crashes? To avoid crashes please always exit and restart Banished after changing your modlist. It cleans up your game from conflicts with disabled mods and you can start a new map without problems.

How to build a brickyard? To start your own brick production you need to buy bricks and tiles from resource merchants as building materials for the brickyard. This way your people gain the knowledge of brick making.
Last edited by Tom Sawyer; May 23, 2017 @ 2:08am
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Showing 46-60 of 148 comments
Tom Sawyer  [developer] Aug 23, 2017 @ 3:44pm 
It's not my top priority but yes, I want to add more decorations in future.
BU4U Gaming Aug 23, 2017 @ 3:51pm 
Originally posted by Tom Sawyer:
It's not my top priority but yes, I want to add more decorations in future.

Yay! All I need to know :D
Tiedyeguy Aug 27, 2017 @ 6:26pm 
Originally posted by Tom Sawyer:
The quarry needs rocky terrain because in lowland is clay in the ground.
On that note, how hard would it be to include an "Infinite Quary/Clay Pit" option somehow?

I'm at Year 65 and I'm getting sick of all of these ugly holes in the ground! ;p
BU4U Gaming Aug 27, 2017 @ 6:49pm 
Originally posted by Tiedyeguy:
Originally posted by Tom Sawyer:
The quarry needs rocky terrain because in lowland is clay in the ground.
On that note, how hard would it be to include an "Infinite Quary/Clay Pit" option somehow?

I'm at Year 65 and I'm getting sick of all of these ugly holes in the ground! ;p

Hehe yeah I am only just getting started but I am dreading this, because I hated that in vanilla Banished and have been playing other mods since, that have infinite mines/quarrys. They just cost specific resources to upgrade between each phase, but you don't end up with a bunch of holes.
Tom Sawyer  [developer] Aug 27, 2017 @ 11:47pm 
I thought about it but chose a limitation to keep this cool game mechanic with visual effect of digging deeper in the ground. That requires a certain maximum production. But a quarry in the north produces 4 times more stone than in vanilla. You will not need more than one. Claypits are way smaller and you need a couple of them around your brickyard to build a large settlement. Maybe their production can be increased but will be not infinite. I have another idea what to do with old pits and quarries but needs to be tested.

Btw, the mine is infinite because it takes logs to be expended and it's logical in a way. It also makes sense in term of gameplay because a mine produces raw materials for a consumable (tools). Stone and clay are not required for consumables and have a limited need because the area on your map to build houses is limited. :)
Last edited by Tom Sawyer; Aug 27, 2017 @ 11:59pm
BU4U Gaming Aug 28, 2017 @ 12:18am 
Aha I did notice that I seem to get quite a lot stone from my quarry despite only having one person working there so far!!! So it wasn't me imagining things!!! Sounds interesting with that idea for old pits, Tom!
Tom Sawyer  [developer] Aug 28, 2017 @ 2:00am 
Yes, it also comes a bit faster from a quarry because stone is created by 3-4 instead of 1-2 in vanilla.
Last edited by Tom Sawyer; Aug 28, 2017 @ 2:00am
Römsen Dec 30, 2017 @ 3:18pm 
Hey, also ich finde man müsste am Balancing noch etwas machen ^^
Ich hab 4 Bauer, die ein 15x15 großen Acker mit Roggen bearbeiten. Sie alle sind jung und ungebildet, haben das normale Werkzeug und im Herbst sammeln sie so zw. 800 und 1000 Roggen ein. Im Gegensatz dazu hab ich diesen Mini-Umkreis-Jäger und der sitzt im Wald und liefert pro Jahr dann etwa 1800 Wildfleisch. Dann hol ich mir noch einen Typen der die Dinger räuchert und fertig ist das nicht wirklich vorhandene Spielgefühl höchster Art ^^ Mit der Weide ist es ähnlich, ich setze da die Rinder vom Anfang ein, warte bis sie in der größten Weide dann einen Bestand von 12 Rinder haben und dann werden auch hier ähnlich etwa 1200 Rindfleisch geliefert, obwohl die ganze Weide nur von einem Typen bewirtschaftet wird. Natürlich könnte man das jetzt ausnutzen und mit Jäger und Weide mit halben Aufwand doppelt soviel an Nahrung scheffeln, aber so richtig Spaß macht das nicht...
Gespielt mit BS Standard, North, North deutsch und dem North-1-Jahr-ist-ein-Jahr...
Tom Sawyer  [developer] Dec 31, 2017 @ 5:54am 
Hi Römsen, danke fürs Zocken der Mod und den Kommentar. Ganz so einfach ist es nicht mit dem Vergleich. Durch Jagen kannst du schnell und viel Nahrung ranschaffen, aber nur dort wo eine größere Herde steht und nur solange die Tiere nicht alle tot sind. Auch verschwinden die Herden später, wenn die Siedlung wächst. Dann wird Landwirtschaft immer wichtiger und pro Fläche ist Getreideanbau am effektivsten. Bedenke die höhere Effizienz wenn die Bauern ausgebildet sind und mit der Verarbeitung zu Mehl und Brot kannst aus 15x15 grob gerechnet bis zu 2500 Nahrung rausholen. Das schaffst mit Kühen auf ner 15x15 Weide nicht oder kaum, selbst mit Fleisch Salzen und Käse machen, was sehr aufwendig ist. Zumindest in günstigem Klima ist Ackerbau das beste pro Fläche. Wenn Du in harsch siedelst, kann es wieder anders aussehen. Viel Spaß mit der Mod.. Und frohes Neues! :)
kalrnux Dec 31, 2017 @ 5:06pm 
Hello, I'm playing North 6 + latest version of Norsemen and I love it -- except that I'm having trouble getting wood (logs) from my forester lodges to my market. The foresters are placing logs into stockpiles near the lodges, but market vendors never seem to come by to pick them up. There are no logs in my marketplace, and this is creating resource bottlenecks because my workers have to walk all the way to the distant forest lodges to pick up logs. (IIRC, in vanilla Banished, vendors pick up logs and put them in the market.)

Am I doing this right by trying to use a central market? Or do I need to place wood-consuming crafters (woodcutter, charcoal pit, etc) close to the forester lodges?
Tom Sawyer  [developer] Dec 31, 2017 @ 6:36pm 
It is intentional to have the marketplace for food and other consumables needed by citizens. Not so for raw materials like logs. They can be distributed by the warehouse wich is specialized to support blacksmiths and tailors. Woodcutters and charcoal burners I would always place in the forest or near the forester lodges. But it may be a good idea to have something else to control logistics of certain raw materials or a small amount in the marketplace.
Römsen Jan 1, 2018 @ 2:23am 
Frohes Neues und danke für die Antwort ;)
kalrnux Jan 1, 2018 @ 11:02am 
Originally posted by Tom Sawyer:
It is intentional to have the marketplace for food and other consumables needed by citizens. Not so for raw materials like logs. They can be distributed by the warehouse wich is specialized to support blacksmiths and tailors. Woodcutters and charcoal burners I would always place in the forest or near the forester lodges. But it may be a good idea to have something else to control logistics of certain raw materials or a small amount in the marketplace.
ahh, that makes sense. It's a bit unclear how the different storage buildings work in the North, so it might be helpful if that information was added to the wiki. (Unless it's already there and I missed it!)

Thanks for your work making this excellent mod. Happy new year!
Picol Jan 5, 2018 @ 2:11am 
Hi, loving the mod TS! have you noticed any kind of bug with the iron? it's just i'm sat looking at my screen and i have a stock of over 100 iron units, and with my smithy and a building site waiting for iron. They are both right next to the market. The market is staffed, as is the smithy, and I have a builder who is only working on the one building job - the one waiting for the iron... am i missing something?
Last edited by Picol; Jan 5, 2018 @ 2:28am
Tom Sawyer  [developer] Jan 5, 2018 @ 2:20am 
If you mean stock of iron in overview then I guess it's iron bloom. It has to be forged to iron in a smithy. This material is flagged as iron to have a limt in the bloomery but can confuse the overview window. Maybe I find a better solution to have only iron in this category.
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