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I like building walled "cities" in Banished, this one is going to have a canal going around the north, west and south sides with a natural river on the east side and then an internal wall running around the inside of the canal (the two squares), in this picture the X is showing where the church and cemetery is going to be built

Screenshot0.jpg.1be05a84000086c68598d703d4b8ad7b.jpg

A long way to go, but this is the start of the canal system and walls, I have throw up a number of shacks for people to live, but at some point will start shifting people into proper houses

Screenshot1.jpg.eaf38b70637bbe9f072fa96abfe0c2da.jpg

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    Building the church took some time as first of all I had to set up a sandpit to gather sand, then build a furnace to make glass and then another furnace to make fuel to melt the sand at the other furnace, but once they had enough timber and stones as well they finally started building the church

    Screenshot2.jpg.d0bf33553ee09665e9d3915e1a8cb512.jpg

    And its done .... still need to sort out a cemetery to go with it

    Screenshot3.jpg.2d810b69f2ceba9b0ec095655b0e445b.jpg

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    if you only needed glass to build the church, NILLA woulda recommended you trade for it. might have been faster and cheaper overall for just a  few panes. at least now, you have a trade good. 

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    Normally I would wait till a trader turned up with something I needed to buy, but so far I've had one turn up with bricks for sale (and guns) which is going to be really handy later on, the other three were selling food and seeds .... and given the price of seeds it's going to quite some time before I can afford to buy those

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    After going to quite some trouble to build the church in above pictures I actually ended up deciding that I didn't like the way it was looking so knocked it down and rebuild it ... unfortunately I then had a few bad winters and lost quite a few people so the two cemeteries are a lot fuller than I was anticipating to have in year 22.

    Have decided the land behind the church is going to be perfect for livestock fields and while I still have to sort out the chickens and move them from the other side of the canal, the sheep are settling into their new home

      Screenshot4.jpg.8de832a12124fcfef4ce28dd254ea28d.jpg

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    On 7/29/2023 at 9:44 AM, catty-cb said:

    A long way to go, but this is the start of the canal system and walls, I have throw up a number of shacks for people to live, but at some point will start shifting people into proper houses

    Screenshot1.jpg.eaf38b70637bbe9f072fa96abfe0c2da.jpg

    The start of building proper homes for people to live rather than the shacks they have been putting up with while I did other things ... the white chicken flock have now been moved across to the other side of the canal

    Screenshot5.jpg.3642653d79a025483f54dd213fb90935.jpg

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    I wanted to take an overview shot to show all the village, but the winter storms have been really bad

    Screenshot7.jpg.004cea3585a0b0008362cd90ef8c9277.jpg

    I finally got a brief break in the bad weather and was able to take this picture

    Screenshot8.jpg.363dd77e1f295e069f0b168e3ec8e94f.jpg

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    Somebody in the forums was asking about the Notre Dame de Paris BAT and where could they get it now the Germany site is down, I must admit it got me thinking about the banished version and building it somewhere on the map ... managed to resist the temptation in the end mainly cos I simply don't have enough materials that I could build it without having to steal materials from the house building and people are getting fed up living in shacks ... a preview of what it would look like in-game

    Screenshot9.jpg.bcaa4025e4d70d3957456f1e88346dd3.jpg

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    The bad news all my chickens died  :(

    Good news is it occurred to me that now the canals had reached the first of the lakes I could move all the shack dwellers into house boats, much nicer and lots of room inside

    Screenshot10.jpg.3c0e58092e60650c58ff8eadb52719db.jpg

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    Have continued to expand above area and also have finished linking all the lakes together via canals, am currently moving the sheep into fields within the city walls as I don't want them dying like the chickens ... the cows are going to stay, but am going to split them up into different fields so less chance of them all dying at the same time

    Screenshot11.jpg.8d2580142d92d8b0dffeda760cabf8d1.jpg

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    On 8/17/2023 at 12:27 AM, catty-cb said:

    the cows are going to stay, but am going to split them up into different fields so less chance of them all dying at the same time

    Cows settling into their new home

    Screenshot12.jpg.a951bdc4c8f8b34bdd839a40bde620c9.jpg

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    pot22.jpg.f6f88230e51261b2ff3c11c9afdc8e95.jpg

    Posted one of Paeng's banished pictures in another topic and thought seeing this is the "show us your banished villages" topic I would post it in here as well.

    I have a folder on my computer filled with pictures that Paeng has posted over the years on the banished websites cos even on my best day am not even going to come close to how good Paeng was in Banished .... even have one of his village pictures as my desktop picture

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    Have been tweaking my mod folder, lucky most of the modders go in for packs so still not as big as a SC4 mod folder .... screenshot from ModMan, probably one of the handiest mods someone has made for a game

    Screenshot16.png.88d2b73c2db8d02c43f4c690352ffc57.png

    Have been working on the port sitting between two of the lakes ... not sure about the greenhouses so I think they are going to go

    Screenshot13.jpg.5ca34f09e5ee6d74c9f12a527fdc05b8.jpg

    Current population is 426 villagers and am barely keeping them in food and firewood so really don't want to see 53 nomads turning up and wanting to move in ... had to say no

    Screenshot14.jpg.9c33ce64882d1deaeb3baffb978a9ef7.jpg

    Difficult to tell but they are continuing down the path behind the cow fields

    Screenshot15.jpg.4d16023b146ef105d335f4f78641302e.jpg

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    oh goodie, a mod list. can I tear it apart? why did you place the CCJ above the RK?  IMO, you get more the other way around and still have the colonial feel of the CC. the RK has more wild animals. does affect the terrain texture. curious why you chose this way? beyond that , I don't see conflicts, but there are some KID mods I don't use. been a while since I opened my own mod order. DO you have any food conflicts?  I did have to move the Gothic farm addon, you only have the castle part, higher in order due to a conflict. I think it had to do with the jam house, so honey related.

    we all have our own styles and tastes. to me JINX mods use too much memory for what they bring. I think the last I tried was either rabbits or turkeys. I can get several more mods for each JINX mod. that is where the limit is for computers. the bigger the mod size the less of them we can play with. I went so far as to tear the RKEC apart and load much of it back with smaller mods to make more room for other mods. I use the RKEC LITE and some KID mods and re-added some of RED's houses. took too many years to get that order dialed in.

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    12 hours ago, Brad said:

    oh goodie, a mod list. can I tear it apart? why did you place the CCJ above the RK?  IMO, you get more the other way around and still have the colonial feel of the CC. the RK has more wild animals. does affect the terrain texture. curious why you chose this way?

    I did try it, but basically my computer couldn't copy with all the changes to the terrain, was reasonable ok on a small map, started stuttering on a medium map and was having quite lengthy freezes on a large map as for a extra large map I didn't even try it as I figured my computer might melt if I did.

    Funnily enough the only mod conflict is with EBUnifiedMod which is odd given he merged all his mods into a pack, and possibly if I were to experiment moving it up and down the mod list I might get back the missing menu options, but you can still access them so I decided I could live with the old blank button with a dot in the middle of it and I've now got used to it

    12 hours ago, Brad said:

    we all have our own styles and tastes. to me JINX mods use too much memory for what they bring

    Yes I think you've got a good point there, I use Jinxie chicken, rabbit, festival and decorations, but have never used the housing as they always look very small if you are using anyone else housing mods so I think I might see if I can delete them on the "saved game" and add in something else ... I try and stick to about 60 mods just so the game will start up reasonable quickly.

    I might remove Kid's "out of this world houses" mod if it will let me (not sure the "save game" will as stuff has been turning up at the trading post from that mod) as I was having some weird things happen the last time I tried using it .... Kid took a look but wasn't sure why villagers kept being instantly transported to the edge of the map and then starving to death ... it was happening so frequently that I eventually built a road and bridge network to the end of the map and built a small outpost so when the villagers popped up they would at least have a roof over their heads and food to eat

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    I remember NILLA did a study on why bannies do that. can't remember what she found. I try not to remove mods mid game. it can be risky.at 10X, my comp plays at 1X speed. I have learned to play windowed and minimize it. that helps pick up the speed. set the bannies to working and minimize, then go back to the game in a few min's. took practice. LOL 

    oh, if you zoom in over the lakes, game speed does pick up also. since there is less to mess with the graphics.

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    6 hours ago, Brad said:

    I remember NILLA did a study on why bannies do that. can't remember what she found

    Spent some time having a rummage thru General Discussions area over at "World of Banished - http://worldofbanished.com/index.php"

    And couldn't spot it, will have another look tomorrow night as it would be interesting to see what she found out, and yes I do try and avoid making any mod changes mid game as unless you are absolutely certain you have never used it in-game things can turn quite nasty, I never go up to 10x speed

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    Am seriously thinking I either need to load the mod that switches off chimney smoke or start issuing masks as the amount of smoke coming out of some of the houses is a health hazard

    Screenshot17.jpg.9c6f1a11d18380b1e372e5b9d93f1b0a.jpg

    Screenshot18.jpg.a746c182af191a30d6e49a482dfd5f90.jpg

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    the no smoke and no rain mods would help. be a good boost from the graphic lags.

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    On 8/30/2023 at 12:34 PM, Brad said:

    the no smoke and no rain mods would help. be a good boost from the graphic lags.

    Yes very good point and will check out the rain mods as well, plus the amount of smoke in the air can't be healthy

    Thought it was time for some overview shots

    Screenshot19.jpg.3b7305d9ee5f0df0c4e9d7850dad2522.jpg

    Screenshot20.jpg.2a63618c73d013b732d1bd3cce387f68.jpg

    Screenshot21.jpg.f027e926a37d4d11c78eefdcc7772324.jpg

    Screenshot22.jpg.74790177cb97eff93687404763e0bd0a.jpg

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    So I've now added the "NoSmoke" and "LightRain" mod to the game, and while the "NoSmoke" has done wonders for the air quality, there are still a few buildings here and there that is still puffing out smoke including these factories

    Screenshot23.jpg.2a7475c7f23c34908369e646afbc7e93.jpg

    Canal building has slowed down considerably as I swopped from using stones to bricks .... I'll do a close up in summer so people can see the difference .... I do think the bricks look nicer and have also knocked down some houses and build greenhouses in their place

    Screenshot24.jpg.144aa386d5558c9de45fa94501eeed6c.jpg

    And finally would definitely recommend the "light rain" mod, as the game is running a lot better as a result

    https://www.nexusmods.com/banished/mods/26

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    So I was having a rummage thru my Paeng Banished Pictures and came across something, this is on the STEX

    and says at the bottom "Lotting, testing, artwork and advice by Paeng", closeup of the picture

    b010974d1de048538ec2c918d461a50e-bungee_plex_800.jpg.6828f5e9d90ed6ddf575bdb39e1d91be.jpg

    and this is Paeng's version in Banished

    kawarau.jpg.f0f882b328b96f640ee1b4551198a627.jpg

    Think there has been some tweaking done to the image, but I do recognize the buildings and they are definitely from Banished

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    So the water mod Paeng was using to create the picture in the previous post is called "Maritimes Riffle Collection" by Necora, unfortunately you can no longer download it from WOB as she was hosting her mods on MEGA, but am including the link cos its the only place she details what the mod was designed to do, and she is no longer active in the community

    http://worldofbanished.com/index.php?action=downloads;sa=view;down=292

    Luckily for all of us Kid1293 uploaded all her files to Nexus as a backup so it can be downloaded here

    https://www.nexusmods.com/banished/mods/106?tab=description

    Paeng obviously really liked it as he used it pretty much anywhere involving water

    surfacewater1.jpg.aed4df054f37de0ba1b007fafb884310.jpg

    surfacewater2.jpg.c41164431410dea2433cfd6e76e9e920.jpg

    bigdig05.jpg.cd90cb6799d3618362b9fb66a33d944b.jpg

     

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    Not sure I'll do this again as it did slow things down considerably, but I decided to see if I could record myself knocking down the existing greenhouses and then rebuilding with a different layout and some extra houses

    So part one is showing the existing greenhouses

    https://drive.google.com/file/d/1ZECJh8ohTgZCTkU_oUHHNzfSiNz3CBPQ/view?usp=sharing

    Part two is replacing with houses and a different greenhouse layout

    https://drive.google.com/file/d/16ef0T79WTGGObhf_5OUnEJwhsV4I-skm/view?usp=sharing

    Also not sure if people are going to be able to view these as they were recorded in Linux Mint using the video record program in there .... but here goes ... also record program dropped out in the middle which is why its in two parts and goes from no houses to completed houses


      Edited by catty-cb  

    changing links to google drive
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    I think I remember @TheMurderousCricket asking about game speed on another board so the video's were done on banished 5x setting, thru I think recording them did seem to have a slowdown effect in-game

    .... always assuming people can view them I might try this again.

    PS: For those people thinking I'm I switched on the nosmoke mod, I did and realized I didn't like not seeing smoke ... so have instead installed "kid's" tinysmoke" mod in its place

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    7 hours ago, catty-cb said:

    I think I remember @TheMurderousCricket asking about game speed on another board so the video's were done on banished 5x setting, thru I think recording them did seem to have a slowdown effect in-game

    Correct. Though my goal was chiefly to slow down in-game speed through the game's variables or settings. As in - summer lasts for half an hour rather than ten minutes.

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    The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

     

    My city journals! *:read:
    - SimCity: Tribalism - seven urbanization concepts clashed together
    Saving Magnasanti... - the most depressing city in history being revitalized

    Also worth checking...
    - "TMC's Drawing Board" - my city designs and plans.
     

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    On 9/16/2023 at 3:14 PM, Brad said:

    i get errors for the videos.

    I've had a couple of people with windows 10 try out the links and so far no-one has had any issues viewing the video's so would still be grateful if you can remember what the error messages were ... as at some point in the future I would like to try doing a flyby of the city using the same video create program.

    So in the video's I was knocking down the greenhouses in this picture

    On 9/7/2023 at 12:13 AM, catty-cb said:

    Screenshot24.jpg.144aa386d5558c9de45fa94501eeed6c.jpg

    And rebuilding with more houses and the remaining greenhouses facing in a different direction, this is what it finished up looking like

    Screenshot25.jpg.a1359dcf6c03fb9ad7a25a45fd663aa5.jpg

    You can see at the very edge of the right-hand side of the picture some old castle walls, seen here next to the church and cemeteries 

    On 9/2/2023 at 12:03 AM, catty-cb said:

     

    Screenshot20.jpg.2a63618c73d013b732d1bd3cce387f68.jpg

     

    I needed to expand the cemetery and as you can see from above picture I would have to rehome the cows if I'd gone behind the church or knocked down quite a few shops that had people living on the top floors if I'd gone down the side with the moored houseboats so that left the old castle it took quite some time to knock it down, but finally done

    Screenshot26.jpg.8495ea7975b842ac0f4721a26018c4fd.jpg

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