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This will be an intro to the game and a showcase of many of the numerous mods that have revolutioned the game of Banished from its original version. This is just a small part of the work by great modders. I am going to go thru some points very quickly. If someone has a question or wants more info, please ask.

What was a simple game about surviving has become a relaxing builder game. It is more layed back and at a much slower pace than SC4. Unlike SC4, the population won't grow into millions. Depending on your computer system, the game will max out at about 150 years with over 1500 bannies. The game is more hands on than SC. Instead of just zoning areas for the city to build, you actally have to tell the bannies what building to build where specifically and supply the materials as well.

The modding is much simpler. Each mod comes complete and have no dependency files. However, the mods do load in an order. This can be important on how they interact or function. There are conflilcts between some mods. How you put them in the order can affect the game both good and bad. Due to the way this game loads the mods, a player does have much control. You basically get to make your own game to fit your own individual playstyle and to make the game harder or easier.

GAME BASICS- You start with a small group of people. usually called Bannies, thou i do use the term settlers. Later in the game other bannies may come to join your town. They are called nomads. The # of these to start and that arrive can be controlled by the player.
 You start with a few supplies of food and materials. The objective is to keep the bannies fed and supplied with tools and clothing. as well as stockpile firewood to survive the coming winter. In general the start group is educated but the nomads are not. Bannies do breed and have children and these are also un-educated.  This too can depend on the mods installed.

To get food, you have a couple options- farming,gathering and hunting or fishing, and trading. To give you an idea of the mdding, originally there were 4 plants to gather food from. Now there are about 20. Whereas the original hunted just deer, now there are bison, wild boars, pheasants,ducks, elk, and bears.

The bannies do need to be assigned jobs and told what to do. A laborer will just waunder around and starve if you don't tell them to hunt or gather food. They will eat what food is stored on their own.

I recommend anyone who starts to play Banished to play the vanilla game for a while before adding any mods. Get used to how the game functions and keeping the bannies alive. While you do that, make notes of what you think the game needs. What is missing? What style of buildings do you want? terrain, ground texture, animals, etc.look at the inventory. Do you want a long list or a small inventory? The bannies require 4 food groups. After that food is just food. It doesn't matter to them if it is proccessed or made into a cake or stew. The list will save you being overwhelmed with how many mods there are.

You should load the mod manager which will save tons of time in adding mods and adjusting the order. And make sure you have the latest 1.07 version of the game.


Did I go too fast? I don't mind answering questions, just ask.

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    mod list in order for this map  157 mods

    [Misc]
    Description=Sept 2023||RKEC Lite--CC TFA w/ccompatab |Angainor's colonial houses, monuments||43.95 GB 157mods 97% memory
    [Profile]
    RittenhouseMillVanillized=1
    RKECtownhall=1
    WheelbarrowBigger=1
    HorseWagen=1
    FeatherPatch=1
    MaritimesPineSetEggFix=1
    stopcoalburn=1
    BlackLiquidRain=1
    CCNoSmoke=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideRuralClothes=1
    banishedUImaps=1
    KidMagicToolbar=1
    unlimited=1
    OneStopAllMining=1
    SafetyHole=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    KidTreeReplacerFall=1
    SeasonFX=1
    KidForestOutpostNatDiv=1
    MyPrecious=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    WildlifeStarts=1
    ChooChoo=1
    CloseToTheEdge=1
    Compatibility107=1
    RKBisonLivestock=1
    RKPigsLivestock=1
    RKEditorChoiceEdition=1
    BlacksmithTools=1
    MiniBuildings=1
    DSThompsonTradeMerchants=1
    DSIndustryMining=1
    DSBridgeCrossing=1
    DSFuelMarket=1
    FruitVegBarn=1
    GatherersWarehouseAndBarn=1
    EBSVProduction=1
    EBMaterialsStore=1
    EBLeatherWorks=1
    EBFarmHouse=1
    EBDecoFountains=1
    EBFarmHouseA=1
    EBSVDecoResort=1
    EBSVFoundry=1
    EBSVWorkShop=1
    EBSVRockQuarry=1
    EBMarkets=1
    EBSmallStorage=1
    EBStorageSet=1
    EBStatueTrapper=1
    EBWinery=1
    EBMonumentFF=1
    EBStatueLiberty=1
    EBSVBeach=1
    BirchBarkCanoe=1
    ChopChop=1
    ColonialHousing=1
    DecoPlants=1
    ForestCombo=1
    marketpuzzle=1
    WashingMod=1
    KidAnimalShedSA=1
    KidAnimalShedPlus=1
    KidBakeryGarden=1
    KidBedBreakfast=1
    KidColonialCityCenter=1
    KidColonialResource=1
    KidGhostTown=1
    KidGhostTownHouses=1
    KidGothicFantasy=1
    KidGHLightHouse=1
    KidDecoFarmAnimals=1
    KidGrannyPark=1
    KidLogDepot=1
    KidMarketFood=1
    NomadSignComplete=1
    KidPortableMineRKEC=1
    KidFarmyard=1
    KidRailway=1
    ChristmasMod=1
    KidRowBusiness=1
    KidFruitNut=1
    KidAnimalBreeder=1
    KidSettlersDeco=1
    KidNativeVillage=1
    KidSomeBoats=1
    KidStorageCarts=1
    KidStagecoach=1
    KidVegetableGarden=1
    KidStorageCrates=1
    KidTinyDowntown=1
    KidTinySeparate=1
    KidPlimothHarmonized=1
    KidTravelingTrader=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidWorkshop=1
    KidWorkPlaceVillage=1
    KidWildWest=1
    KidYardCover=1
    BostonHouse=1
    BostonHouse2=1
    RKGardenWalls=1
    CityRoads=1
    CityButcher=1
    college=1
    CountryLittleHouse=1
    CountryLittleHouse2=1
    Ketchup=1
    PlymouthHouse=1
    RKWoodBakery=1
    TrainingCampDeco=1
    TrainingCampMain=1
    MaritimesRiffle=1
    MaritimesSherbrooke=1
    MaritimesStorage=1
    NECEmptySquare=1
    Izba=1
    NordicSmokehouse=1
    FlyFishing=1
    NotreDameCathedral=1
    Hunting=1
    Infirmary=1
    SmallWindmill=1
    NordicSauna=1
    nordichouses=1
    NordicWarehouse=1
    NordicLogCabin=1
    VillageShop=1
    RedCottage=1
    TurfHouse=1
    TurfStorehouse=1
    TjurkoMill=1
    CCDocks=1
    CCFrontier=1
    ColonialCharterNF=1
    MarbleQuarry=1
    GrowRoots=1
    fountainlite=1
    GrassyRoads=1
    NewEngland=1
    NewTrees=1
    SJGL_Small_Markets=1
    SpecializedStorage=1
    StorageShed=1
    Terraform=1
    UnblockableDebug=1
    SmallTipi=1
    A8AmericaCityLiving=1
     

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    map named-Fort Cities- map code 660046152.map settings- valley map, very large map, fair climate, no disasters, medium start conditions have tomato seed.

    14 bannies 5 couples with 4 children

    mods 157, main mods RK EC Lite version plus an early CC version. this is heavily modded with several mods placed specifically to overcome conflicts. the smaller RK and older CC saves memory space so I could use more mods. 

    goal- build a Colonial city and several towns and villages to showcase some  of the many mods.

    been a few months since I opened the game. and I'ved been dealing the with the complex modding of SC4. hopefully I didn't forget much. even with me swapping mods in/out, the mod manager is good at remembering the mod  order.

    pics of the start settings, a copy of this map, and the start supplies.

     

    map settings.jpg

    map.jpg

    start supply.jpg

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    there are many reasons for choosing some mods specifically or not upgrading them. could b the new file is larger, a change in texture, conflict, or qa change in function. I have an old version of KIDD's RH mod without the houses. it still gives cider from fruit. with the RKEC Lite version, I don't have RED's WE houses but is a huge savings in memory space.

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    10 hours ago, Brad said:

    there are many reasons for choosing some mods specifically or not upgrading them

    Oh totally agree with you I installed the RKEC Full version (no music) thinking I would then have all his files and deleted all the separate mods and since then have had to add back RKFirewoodStorage and the newmedievalCastle, so no my questions were what mod are you using for the stock pile as I really like the look of it (thru am maybe guessing its because you have RKEC first in your mod list whereas I don't) and I can't identify in your list which one it is and also are you happy with the Fountain Mod Lite as I used to have it (along with the The Fountain Mod: Highborn Society) and I kept getting game freezes so in the end as I couldn't tell which one was causing the problem took them both out of my mod folder

    Also I'm just using the normal debug menu do you recommend UnblockableDebug as being better?

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    You ask tough questions. LOL. I honestly never thought bout the which 1 is controlling the look of the pile. based on the mod order, it should be the RKEC. but sometimes things can be "piggy backed" in with another mod. In this case, the DS UI mod or RED's fix RED's tp fix mod are high enough to do that.

    Now I have to explain what I call a "piggy back". Sometimes when a modder packages the mod , a piece of something else can be accidently attatched to it.  To the modders, the mods are a page of coding and 1 line mixed in from another mod can be missed.  Banished loads the mods from the top down and locks things as it does so. A mod lower in the order can not change anything a higher mod loaded. So if the pine mod , any CC mods, or the wheelbarrow mod had the pile texture attatched, they would have altered the pile look before the RKEC loaded. Piggy backs are so rare, I can't even think of an example this morning.

    BTW, this affects terms as well as textures. KIDD changed the honey coding in his mods. Not sure how or in which mod exactly, some accidental change. this affected the jam house from working.Hence the Gothic Farm addon mod is high in the mod order to correct it. And all other workshops function as they should.

    the only modder that blocks the Debug is TOM with the North mods. But the unblockDebug mod was upgraded with the added limit flags. Seems you have more options with it than the older version. Can be handy when testing a mod.

    I use the lite version of the fountain mod.Haven't seen any issues with it.

     

     

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    A hunter is sent to hunt the nearby bison. A builder will begin laying out roads. The others clear a 10x10 field to plant the tomato seed. By then, the hunter has taken down the bison. He switches over to fishing for trout. By summer, 1 bannie cuts firewood and another is sent to a workshop. The mini workshop can make clothing or tools.   2 builders are assigned to build the houses. The other 4 gather supplies.
    A post office, news stand, barber shop, coffee house, and a rooms to rent are constructed for housing. A townhall will give us info reports.
    We worked through the winter to gather enough materials to build a farm trade post. this will trade marble from a nearby quarry for seeds and livestock.

    Year 2

    While the builders are finishing the quarry, a farmyard is cleared and planted. This will give us a fruit and grain and increase our food outputs. A 10% welcome sign is placed to bring nomads next year. Once the quarry is completed, we drop back to 1 builder. The fisherman will switch back and forth to hunting when herds come near the village. This will keep us stocked with leather ,needed for clothing. To increase storage capacity, the village adds a market and wood store. 

    We have a nice start village and a valuable trade good. We can begin stockpiling supplies for larger groups of settlers.

    I should have mentioned that these settlers come from the Landing Fort. As such, they do have some training. They do trap on occasion and will bring back pelts,furs, and game. With this mod order set up, they don't just destroy traps while clearing for construction. New arriving settlers do have some training and can do manaul labor work without a loss in production. Such as farming, hunting, forestry, and gathering food.  They do need educated if sent to be blacksmiths, tailors, or some other workshops.

    pics of the start village, the markets, and the trading post.

     

     

    y1 housing.jpg

    y2 markets.jpg

    y2 tp.jpg

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    I must admit I really do like the effect the RKEC has on the landscape, I've been using either Kids AnimalSheds or possibly its the Farmyards as RK give him the grass, hay and flowers from RKEC to add as ploppable patches, but the trees, etc remain banished standard anyway very nice start to the village  :thumb:

    20 hours ago, Brad said:

    the only modder that blocks the Debug is TOM with the North mods. But the unblockDebug mod was upgraded with the added limit flags. Seems you have more options with it than the older version. Can be handy when testing a mod.

    I use the lite version of the fountain mod.Haven't seen any issues with it.

    Luckily I've never worried about making jam as I usually buy those kind of items from a trading post, have downloaded the unblockdebug and fountain lite version and will add them to the current mod folder and see how I go, thru I might do a pre-fountain save in case I run into problems and I can go back to that I start getting game freezes.

    NOTE: For anyone following this you can download the mods we are discussing by going here

    https://banishedinfo.com/mods/browse

    Most of the mods are fairly elderly, but you don't need an account to download any of them

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    Now,now remember this is heavily modded. even the trees come from more than 1 mod.  The flowers here are tagged as thatch . So they too have been tweaked. The flowers are less overwhelming and shorter here.Since they collect as thatch and not flowers, most of the houses can burn them as a fuel source.

    This mod order has been fine tuned over years. Took way too many tests. And I still don't have everything I wanted. Can't be done due to how they load. Getting this extensive or pushing the mods this far does come with a price. There is a lot of give and take. Generally, you can add mods all day long and they just add buildings with no issues between the mods. I have gone way beyond that and am using mods that tweak how the game plays and looks. Things start to get finicky. You gain 1 point toward a goal but may loose 1 or more others. Comes down to what each player wants. You have to decide which way is best for you. You can't add the best of several mods without giving up or loosing something from them. 

    Give you a couple examples. With this set up, the start settings are from KIDD's wildlife starts mod.This limits the start conditions that can be used. If I choose any other start except "medium",  the start map  will be different. Might change what wild animals appear but can also affect whether the pine mod even loads. This order changes how the bison look. However, there are more bison and less other wild animals. If I add the North climate landscape mod, the standard pastures look washed out. Sometimes the affects are minor, but sometimes neither way is acceptable.

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    BTW where is elfrjz at?

    How do I word this? I'm trying to slow down yet do enough building so you see progress. Normally, I'd have the Bannies working ahead farther My play style is to expand, but I don't want anyone getting lost.

    Year 3 and 4

    I like to build a holding pen near the trade post. this will be used for the animals to graze that arrive while we clear and set up a pasture. with only 2 laborers serving 1 builder, work on cllearing more land is slow. the wood chopper and smith do help whenthey aren't busy. 1 middle aged couple arrived. they can stay at the rooms for rent while we help them build a home. they decided to build a lighthouse near the trade post to help the merchants locate our town.  We will need an EB foundsry to smelt the iron ore into iron for the lighthouse. this will semlt iron as needed and copper for trade.

    the welcome sign is upgraded to a 20%. We should have plenty of food to handle a larger group next year. 

    in year 4, a couple with 2 children arrive. they have a few chickens and plant a garden. 1 child is 10 and will help as a laborer. they built our 1st farm house. we have 5 laborers supplying and clearing land for 1 builder. 4 work at producing food. 3 Bannies are working on trade goods. the 1 wood cutter and smith are busier but still find some time to help move materials.

    pics- ore smelter and marble quarry
    Colonial farm house and farmyard with chickens.
    Lighthouse and the holding pen.

    y3 smelter.jpg

    y4 farm house.jpg

    y4 light house.jpg

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    Very interesting, was thinking about starting a new game. Is there a relative "complete mod" to start out with ? I guess it would be nice for someone new to this, starting with just one (or a few), the list is impressive but very overwhelming.

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    Bounty (A Tropical Story):

    New readers: As you presumably can't/won't read all of this, suggest to read or just skim the Bounty Wiki essentials. To get an idea of the storyline. Latest Maps

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    3 hours ago, Tamijo said:

    Is there a relative "complete mod" to start out with ? I guess it would be nice for someone new to this, starting with just one (or a few), the list is impressive but very overwhelming.

    I'll leave Brad to answer the first part, but banished players are probably looking at Brad's list and going oh WOW, just to give you an idea, if you look at these two mods on brad's list

    On 9/28/2023 at 1:02 AM, Brad said:

    BostonHouse=1
    BostonHouse2=1

    That sounds quite small, but it actually represents 18 houses in-game, so BostonHouse1 has eight houses each a different colour accessed via the F key

    Boston1.jpg.5d942e5404f522959130ffb3fbc7f6f9.jpg

    And BostonHouse2 has 10 houses each a different colour

    Boston2.jpg.a7e4aec187a6ae63f4bb6e0e96cc1d3c.jpg

    Here is a one of the colours available

    Boston2-Blue.jpg.c03dca0d1ba4ccdba97b91e5df0558c1.jpg

    The addition of F key choices are only limited by how many the modder is willing to do

    Boston2-Red.jpg.77ed05191ebc4b6946a4ff2553a97fe9.jpg

    If you look at the building next to the red house, its a series of puzzle pieces and if I select a single wall piece every time I click on the F key I get another wall piece to pick from

    wall.jpg.ff687d84cad5d940b121ca32d7586d6a.jpg

    :read:

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    5 hours ago, Tamijo said:

    Very interesting, was thinking about starting a new game. Is there a relative "complete mod" to start out with ? I guess it would be nice for someone new to this, starting with just one (or a few), the list is impressive but very overwhelming.

    For new players, I recommend playing with the original vanilla Banished for a while. keep a note pad handy and write down what you think is missing and a list of ideas that you want to see in the game. Then you can add mods to suit your individual tastes.  It is very easy to become a collector and mix many mods. In a short while , you'll can become overwhelmed or miss the forest for the trees so to speak. Lose sight of your own goals.

    as for 1 mod that adds lots , there are basically 3 main mods. Main mods being those that that affect the base textures and game play. Tom's "NORTH" from the viking era and Norway regions. RKEC with the Medeivel sttyle buildings. And the CC " Colonial Charter" mod. Each has its own style of buildings and good and bad points. All have changed and have variations as well. Tom's North has a harsher climate, which affects food production. the CC has a more extensive way to obtain building materials, since it was made before the latest upgrades to the game. The RKEC and CC do have dock additions for building on the lakes.

     

    Which to choose comes down to personal taste as well as the power of your computer. That limits how many mods you can add. The bigger the main mod, the less memory you have for adding others. I was going to post a link to a write up I did on adding mods but WOB is offline at the moment. When you get to that point  let me know and I can help solve any mod conflicts you might run into.,

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    Thanks both for suggestions. I have played vanilla about 110 hours, back when it first came out. I guess the best way forward is to go with "NORTH" as a base mod, I like Viking times. Just read the wiki, looks great but likely also quite hard to survive, but no harm in giving it a go. 

    Got 16GB Ram on a fairly new system, so should be able to run rather large game.

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    Bounty (A Tropical Story):

    New readers: As you presumably can't/won't read all of this, suggest to read or just skim the Bounty Wiki essentials. To get an idea of the storyline. Latest Maps

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    10 hours ago, Brad said:

    I was going to post a link to a write up I did on adding mods but WOB is offline at the moment.

    Just went and had a look and slightly really worrying its got one of those "is parked free, courtesy of GoDaddy.com" messages, I would hate to think we have lost the site, especially all of the forums. *:(

    1 hour ago, Tamijo said:

    Got 16GB Ram on a fairly new system

    Which means it might thru I do emphasize the word might be able to run MegaMod, MegaMod is what it sounds like and has all the mods of all the modders who agreed to have their mods included, which means Megamod 9 is now 11.4 GB in size, I've got two versions of Banished, GOG which has my customized mod folder and Steam where I'm subscribed to MegaMod, but the last time I was able to run it was back when it was V4 or V5, the current version crashes my computer if I attempt to load it.

    I've attached the mod list if you are curious, but Brad advice re starting out small is :thumb:

    Mods Included in MegaMod 9 Beta.pdf

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    6 hours ago, Tamijo said:

     

    Thanks both for suggestions. I have played vanilla about 110 hours, back when it first came out. I guess the best way forward is to go with "NORTH" as a base mod, I like Viking times. Just read the wiki, looks great but likely also quite hard to survive, but no harm in giving it a go. 

    Got 16GB Ram on a fairly new system, so should be able to run rather large game.

    That is like picking the highest cherry in the tree. The North is its own mod. Has some big changes that makes it difficult to mix other main mods with it. You can add mods that only add buildings easily and there are some DS companion mods as well. Trying to add the CC or the RKEC mods to the North doesn't work well. The North changes the iron ore to iron chain to bog iron.  Tom changed the terms in the game coding. This affects tool making and smelters. It would be like changing the word "tree" in SC. most SC mods would be confused and not load properly as they have trees as deco addons .

    The North climate is set farther north and is challenging. You have options to make it even harder, starting with less supplies. Nilla did a lot of testing to help in developing the mod. If/when WOB comes back online, I'd recommend reading some of her blogs.

    I do have several of the buildings that come from the North mod in this game.Tom took several of them and adjusted them to work outside the North mod. The mild climate setting of the North is harsher than a normal fair setting. I've played with the North landscape mod enough to find the mild setting is like southern Canada of New England.

    You will need the unblockable Debug mod with the North. With the mod manager, you can run tests quickly when adding mods with it. most mods will work with the North with the exception of the 2 main mods and there might be some other issues with some workplaces. Tom has his own way of labeling the limit flags and some terms. Not a major hurdle to overcome but keep it in mind.

     

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    Year 5 and 6

    I have already mixed several mods. most of the buildings are from KIDD's mods. the marble quarry, wood cutter and mini workshop are from Colonial Charter. the smelting workshop is from EB. RED's RKEC mod  brings the grass or thatch, flowers, and alters the texture of the main barn and trading post. even the bison have been re-textured with my mod set up from a domestic to a more wild look. the trees and gathering food items are a mixture from the RK and NECRA's Pine mods. the 157 mods are the work of over 15 modders.

    6 settlers have made their way from the Landing Fort to our village. having gotten lost along the way, they come from the worst possible spot, the far northwest corner. not only is it far to walk, but they do need a way across the main river. normally, i'd let them use a lot to cross the small streams. We d not want the main river blocked for trade boats. hence, the bridge that was planned in the future has to be Debug constructed now.

    the 2 families have some cows with them. they plan to breed the cows for trading. this increases our meat output via the milk, leather which is needed for clothing, and will give us another trade item. it will take them time to clear land to grow enuough grass to breed the cows.

    with new families arriving and our own youngsters growing up, we need a school. the teaher lives in the map office across the street.

    9 settlers were escorted to our village. 7 workers and 2 children. 1 is a doctor. 2 others will fish the lake. We send workers to haul supplies to the general market and wood store. With 10 laborers and 1 builder, the Bannies will open up the map and clear land faster.
     

    The marble was used to buy corn seed.  


    pics- cows and the animal breeders' houses, school and playground, doc office, and fishing pier


     

    y5 cows.jpg

    y5 school.jpg

    y6 doc.jpg

    y6 fish.jpg

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    2 hours ago, Brad said:

    You will need the unblockable Debug mod with the North. With the mod manager, you can run tests quickly when adding mods with it

    Ok so I did some rummaging around the internet using google and it looks like the only place the Mod Manager was uploaded was WOB and as of five minutes its still offline, anyway I've got screenshots of WOB exchange so took a look and found that brads3 uploaded it to the WOB Exchange thru am pretty certain that was done as it had only been an attachment on a forum post up until then

    Screenshot1.jpg.1c44ed93f3e2d51f43ca67b4226a7697.jpg

    I've actually got the 0.6 version so as a very temporary solution to the missing WOB site am going to attach it to this post till we know what's happening.

    2 hours ago, Brad said:

    We d not want the main river blocked for trade boats. hence, the bridge that was planned in the future has to be Debug constructed now.

    Something no player likes to do, but once you have the debug menu you can actually switch off the build requirements .... I only use it if my bannies have been abducted by aliens and abandoned on the edge of the map miles from any settlements and no way of getting home before they starve or freeze to death .... its a means of getting them a shelter (have a tent and firepit mod) loaded in the game for just such an emergency and also some food and firewood supplies

    ModMan.0.6.zip

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    Hi @Brad and @Abandoned

    Was having a rummage thru google and RK has announced this over on reddit (don't have an account or I would have commented)

    65195511d5221_Screenshot2023-10-02.png.cd4e150a7dc6b4d35f9b493ffa62950e.png

    Am going to go and have a rummage in Steam in case he's added anything in there on the banished forums

    EDIT: No he hasn't so I've added a post re site shutdown and pointed it back to Simtropolis

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    Oh this is so sad, thanks for info @catty-cb  I will post a shutdown note on Tom Sawyer's North site, many Banished players go there.  I will add link to Simtropolis.

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    OMG, That is a huge loss. A full library of mods, access to the modders, and tons of info and guides. Without a warning, there is much that is not backed up.

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    Hi brad, yes a tragic loss indeed.  At least most mods are still available on Nexus.  Kid1293 is here now too.  

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    1 hour ago, Brad said:

    OMG, That is a huge loss. A full library of mods, access to the modders, and tons of info and guides. Without a warning, there is much that is not backed up.

    I've got some stuff saved, not all the mods and certainly not all the forum posts, etc .... but a few years back I was a very longterm member of a SC4 community website called SimPeg and had the same setup as WOB and it between one post and the next just disappeared ... turns out it was major database failure and no proper backups to restore the site once it was down, the owner did at least put a notice on the home page saying the site was gone and why, but anyway while I haven't worried about saving stuff from Simtropolis I have been saving WOB forum posts, etc, lists of everything that was on the exchange, basically anything I didn't want to have disappear.

    Have also checked and while there is nothing from the exchange, some of the forums posts, etc have been saved by the WayBack Archive, we obviously can't replicate WOB and it also depends on just how many WOB people turn up here, but we might be able to at least upload most if not all of the exchange and hopefully do new guides ... maybe .... not sure cos some of our mods are really big, way bigger than anything ever created for SC4.

    Am going to ping @Cyclone Boom who is one of the site administrators and give them a heads up re the situation as I see @kid1293 has arrived

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    I have over 300 mods double backed up. Some I don't use, but several can't be found anywhere any more. I did use WOB a lot to refresh my own memory on which mod does what. Had just loaded a upgrade or 2 when I started this map. Had wanted to add pics with the mods in my backup library, but never found time for that project.

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    @catty-cb and @brad   I have tried twice to post a notice about WOB with a link to this site on The North website forum under General Discussions, but info does not get posted.  Don't know if there is just a delay or if there is a problem with the site.  Maybe Brad could try.

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    I am so sad to see the WOB site go down. I have only visited occasionally in recent years, but there are so many good memories connected to that site, and so much learning how best to play. Not to mention the wonderful mods. Best wishes to all the WOB regulars.

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    Hi, @Brad @Abandoned @catty-cb and other Banished people.

    I moved here to make up for the loss of WoB. Here is a link to all my mods at Nexus.

    http://www.nexusmods.com/banished/mods/62/

    Go to the 'Files' tab. Under 'Miscellaneous' you find my mods.
    You have to register to download larger files.

    I will maybe continue to mod. I am not sure right now.

    We're Banished, but alive.*:)

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    16 hours ago, Brad said:

    I have over 300 mods double backed up

    I've got 593 files in my WOB folder, thru looking at the list I've got quite a few old versions of the mods ... am attaching a file list to this post, in the folders called WOB 1.0.6 and WOB 1.0.7 are screen shots I took of the exchange, if you look at the 2nd attachment I took the screenshot in Dec 2020 and was probably fully intending to update the screenshots the following year, but never got round to it

    5 hours ago, kid1293 said:

    Here is a link to all my mods at Nexus.

    http://www.nexusmods.com/banished/mods/62/

    Go to the 'Files' tab. Under 'Miscellaneous' you find my mods.

    That's great news, I don't think I've quite got over the shock cos despite reading RK post on reddit, I've still popped over to old site links a couple of times ... just in case it was a horrible dream

    files.txt

    World of Banished - Mods - 1.0.7.pdf

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    Currently: Viewing Topic: Simtropolis Returns!
     
    7 hours ago, kid1293 said:

    Hi, @Brad @Abandoned @catty-cb and other Banished people.

    I moved here to make up for the loss of WoB. Here is a link to all my mods at Nexus.

    http://www.nexusmods.com/banished/mods/62/

    Go to the 'Files' tab. Under 'Miscellaneous' you find my mods.
    You have to register to download larger files.

    I will maybe continue to mod. I am not sure right now.

    We're Banished, but alive.*:)

    Finally, the legend shows up. What a dedication. I want to play Banished, that is if I have good enough PC. Thanks for your quality mods!

    Also @catty-cb, what's the cause of WOB shutdown? Is it like Devotion or more like Simpeg?

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