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Tamijo

Questions on Banished?

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Split off from  Oconoma Village topic here - https://community.simtropolis.com/forums/topic/762528-oconoma-village/

-catty-cb

If I go for this, is there any "must have" mods you would suggest. Many to max some production or something like that?


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Split off from Oconoma Village topic

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If you go and check the "saved games, I've uploaded the last snapshot and have listed all the mods used with links, etc except for three which I couldn't find where I downloaded it from so have included them with the village snapshot.

Note the canal trading ports aren't working and while I see the "The north" has a fix for that I wasn't sure that's what I wanted to do given how big "the north" is.

I meant to update the list as some of the mods have been uploaded by @kid1293 to the banished club

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    Was only looking for advice of one or two mods considered essential in creating a large town. As I don’t know any of them, hard for me to figure out what would be best to have if only one or two.


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    If you have the steam version of banished and your computer is powerful enough then you can subscribe to MegaMod ... it's split into seven parts and all parts have to be activated .... but it does give you every banished mod, except for anything that has just been released.

    If you want to start off smaller and just add mods at you go then I would recommend Colonial Charter, RKEC and Necora maritime mods (which are in the banished club), I put CC first then RKEC as RKEC has a massive impact on the landscape so my computer stops working ... links to all three are listed in the saved game, I would probably recommend @angainor88 mods as well they are over on WoB, but it depends if you want to go with a theme ie make all your bannies Japanese.

    As for the others it depends alot if you are thinking of making a port as that would best done using discrepancy port mods.

    With banished adding new mods is easy, but its near impossible to remove a mod once you add it to the game

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    Thanks, guess MegaMod might be to heavy going for a giant town. So I will try Colonial Charter and hope its not to heavy.

     

     


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    1 hour ago, Tamijo said:

    So I will try Colonial Charter and hope its not to heavy.

    CC is 1.6gb in size, but I would recommend it and RKEC which is 1.1gb as they both have multi-floor buildings ....which means you are going to be able to build three-story high buildings within your town.

    MegaMod is 11.4gb so you really need a fairly powerful computer to even try using it, something to remember mod order is important, if you have CC first then the landscape will be pretty much standard banished with the addition of ducks, if you go the other way and have RKEC first you will have a completely different landscape and a number of additional animals like bears and bison and lots of flowers.

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    I think I will go with just CC, not due to the size in GB have plenty of storage space, but just assuming two larger mods will be hard on the CPU and ram usage, when I get a large population.

    NB: Can you kill the UI for better screenshots ?     

     

     


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    28 minutes ago, Tamijo said:

    NB: Can you kill the UI for better screenshots ?

    there are two options for taking screenshots, one that has the UI the other doesn't, check when you are next in banished at the setting menu ... you can also change the buttons you use for taking screenshots, also go and check

    as I've included the instructions for installing zoom hack if you want to take street level pictures

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    Really looks great, may look into that later, at first I will just start with the inbuild features. 

    For some reason using the PrtScr feature (no UI) does not kill the UI for me, anyway not a big issue, it is as it is.     

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    I think it's because prtscr is sort of a standard feature for taking screenshots on windows, even does the same on Linux ... try changing the key entry to something else .... I think I'm using F11 and F12 on mine

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    Did change it to something else but still do not get a picture without small yellow crosses and overhead icons - can remove overhead, just a bit of work as it is adjusting transparency, but does not remove the yellow x on trees to chop and stones to pick.

    Another strange thing is, I do a start with animals, but they do not move to the pasture, it is as if the pasture do not know they are there..      

     


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    The little yellow icons is another setting which can be switched off ... think it's under the 1st tab in the settings menu.

    As for the sheep if the field has been setup for them and they have a farmer then they could just be taking their time ... I've had months go by before they move

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    Thanks for the tip on yellow x, will attempt next time I load.

    And for the pasture they did move there after some months, but it still seems like the pasture do not see them (the sheep is not lighting up), guess I’ll just keep someone working there and see that happens.

    NB: just del this conversation, not to spoil your tread, can always ask questions in my own tread if need be.

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    25 minutes ago, Tamijo said:

    not to spoil your tread, can always ask questions in my own tread if need be.

    No worries, I've got a topics board in the club so was thinking of creating a questions on Banished post and just moving the last few posts into it ... on phone so not risking it now

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    Evening @Tamijo

    As you can see I've moving your questions over to their own board, and I see in your new village you have left room for maps, would recommend

    banishedUImaps = https://worldofbanished.com/index.php?action=downloads;sa=view;id=99

    Its only 80kbs in size and gives you five different map sizes to choose from

    mJwAcXb.jpg

    The XL Map unless you are very careful can cover all the menus, so I tend to avoid using it

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    Brilliant thanks a lot. Actually the XL is perfect for map making

    hPxh78K.jpg

     

     

     

     

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    14 hours ago, Tamijo said:

    Thanks for the tip on yellow x, will attempt next time I load.

    And for the pasture they did move there after some months, but it still seems like the pasture do not see them (the sheep is not lighting up), guess I’ll just keep someone working there and see that happens.

    NB: just del this conversation, not to spoil your tread, can always ask questions in my own tread if need be.

    Just to follow up on this one: It was just a matter of time, now wool and mutton are collected from the pasture. Maybe need a slaughter to get the mutton, don't know if that was incidental but right after the slaughter (deer) went up, the mutton was also collected.  


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    getting lots of wool and mutton from my sheep ... seems to be happening automatically, also before I head off to bed, I remembered I have a number of Jinxiewinxie mods to change the bannies clothing, unfortunately they were never uploaded to the WoB exchange and due to damage you can't now download them from the forums posts, am attaching the smallest to this post .... I think I was using the winter clothing one for quite some time

    JinxieCitizenOverrideBootsAndAprons.zip

    JinxieCitizenOverrideEuropean.zip

    JinxieCitizenOverrideRural.zip

    JinxieCitizenOverrideScarf.zip

    JinxieCitizenOverrideWinter.zip

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    Do not dare to add more mods - will try to keep it is clean as possible. There is already a trillion of new stuff in CC I have to learn - not to mention that it years since I last played, so don't even remember the basics. Had to google quite a bit. I guess it is also quite dangerous to add mods to an existing save. 


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    10 hours ago, Tamijo said:

    Had to google quite a bit. I guess it is also quite dangerous to add mods to an existing save. 

    Less of a problem these days once the modders worked out what was causing the fatal crashes to occur and fixed it in new mods, but I wouldn't recommend removing a mod from an existing save, and yes it's a bit of a shock going from a vanilla game to one with CC installed, they even added upgrades to most of original buildings, you can even upgrade the mines, etc which is quite handy as long as you have ... think it's candles

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    On 5.12.2023 at 12:50 PM, catty-cb said:

    there are two options for taking screenshots, one that has the UI the other doesn't, check when you are next in banished at the setting menu ... you can also change the buttons you use for taking screenshots, also go and check

    as I've included the instructions for installing zoom hack if you want to take street level pictures

    Very cool feature - takes a little while first time, but guess it will improve then you know the steeps by heart

    7a1E2MG.jpg 

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    You can save the settings which will cut out the zoom in and out part of the process, but you still have to do

    Start the CheatEngine: "Open" (1) the Banished process from the "Process List" (2).

    at this point it ought to recognize that you have got a file saved for banished, but you still have to do this bit at the end

    Switch to CheatEngine: There are now three variables in the Opcode window.
    Ignore the first one (here shown red for emphasis). Right-click the second variable (12) and select "Replace with the code that does nothing (NOP)" (13). Accept with 'Ok' (14).

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    Thanks a lot, will try that next time.

    My o my, there is so much to do in this game - definitely much harder than Tropico :ooh:  


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    Sad to see what happened to Asbjørn, Rune and Lange in the Asbjørnthveit story, but am going to be following with interest the Nurembega Vikings story, as I've always been interested in "the north" mod (found here is anyone is interested - https://www.banishedventures.com/I took a look at the compatibility list herehttps://www.banishedventures.com/compatibility/

    And I would do some careful reading before adding some of them as they aren't save game compatible, the ones by Nomad are actually @kid1293 and goes and checks the club and yes the latest release of the rowhouses and more houses mods are over in the club so would be safe to add into an existing save

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