guyskruto.blogg.se

Where to put banished mods
Where to put banished mods









where to put banished mods

It now has 2 forester/gatherer centers and trading post. I'm not convinced it has been such a great idea - I have tons of firewood (what stone houses save in the long run), but I'm short of stone all the time.Ĭolony still fits on a single screenshot with some camera fiddling. I even upgraded 4 wooden houses I've built in year 1 to survive the first winter. My big plan this time was to go all stone houses, skipping wooden houses stage. Post 2 - Originally published on Google+ on 01:22:46 UTC

where to put banished mods

Mod is available from and works just fine with gog.com version of the game. Gaming is so much more relaxing when I don't have to worry if I'm going to get attacked by Caliph's deathstacks.

where to put banished mods

Mod adds two more house types, but they require some resources I don't have yet to build. Other than 4 wooden houses I rushed so my colonists could survive first winter, it's stone houses everywhere. As far as I can tell most mod-specific content starts with farming, and right now I don't have any seeds since it's hard start, and I don't have enough expendable material (probably firewood, since it's renewable) to trade.

where to put banished mods

There's some space East from the quarry where I can put some farms over the bridge. That lake South of the village is not connected to main river, but lake West of the village is, that's why planned trading post is located there somewhat awkwardly. Starting terrain is a bit awkward - especially if I want to keep that forested area for forestry use and not cut it all for farms and bigger town. It's mostly optimized to give both forestry centers (forester / gatherer / hunter / herbalist / stockpile / stone houses) enough space and for aesthetics. As far as I can tell most mod features are very late game. It's been 6 years, and so far the only mod features I used are apiary (produces honey from nothing), and pure decorative statue of colonial governor on a llama. Preplanning would also probably be more optimal than building just-in-time, but then I can't be bothered to check wiki, even if there was wiki for mod stuff. It's weird how in some games I'm really obsessed about aesthetics (I can't play factorio after oil processing, it breaks my pretty layouts), and in others it's minmax all the way. This results is much more aesthetically pleasing colony than what some other people on youtube get by building just-in-time. The way I play is that I preplan very far in advance, with paused buildings everywhere, and then unpause them when I want to actually build them. So far nobody died, the colony is short on building materials, which is understandable as it's building very aggressively. I decided to give it a try - hard start (smaller population, and no seeds/animals), but only medium climate settings. Post 1 - Originally published on Google+ on 03:34:44 UTCįirst impressions review: Banished: Colonial Charter mod











Where to put banished mods