Well, I’ve now reached the age of the little red cottage for my first village, and there is almost nothing I could want for. I love this mod passionately, but there are a few things I miss.
On the top of the list is pigs! It’s a good source of meat and especially animal fat for that tallow (instead of hides as a byproduct). Good for salting, smoking, and a nice upgrade for the smokehouse would be sausage from pork+herbs. Getting some extra use for those herb fields. One of the foods that would be more effective smoked than salted, since you put everything in sausages…
Burial mounds as the early version of the cemetery for the iron age! Fields of mounds (sometimes stone mounds in stone rich areas) to remember the dead. Smaller mounds mixed with a bigger one or two for important people.
Runestones. I like the wooden idol, but a runestone would be cool, even if they are just idling locations. I don’t like making them faith-based since that was never their purpose. Maybe they could work as local graveyards and reducing individual sadness? They are for remembering the dead after all, and I do like the idea of rune stones near isolated farms to remember their dead.
Bitters. Late game alcohol made from potato or grain and herbs, like the schnapps but supposedly more “healthy”. Such an ingrained part of our culture.
Small rowboats for fishing in lakes. Look, I know there’s no way of making moving vehicles or anything in this game, but it would look visually grand on the lake map. So what I was thinking is a small fishing port, with piers, nets hanging to dry, a boat in the water by the pier. In the water out in the lake is another boat or two, that’s fishing. The area can be pretty huge, since lakes are unused ground. Maybe a third fish resource, Perch or Whitefish.
IF it is possible to make villagers invisible (permanently or in certain areas, not sure how Banished is set up), it could even be handled like the animal pens are, with animated fishing boats floating around like little cows, dropping invisible fish resources that can be picked up. The fishermen that walk out onto the lake to collect them are invisible. Though I suppose it might not be possible to set the fishing boat area to walkable. II probably should stop making suggestions since I don’t know what’s beneath the hood of this game.
Anyways, love this game!
have you checked World of Banished or CC,Black Liquid, sites for mods? pigs can be added ,there is at least 1 mod for that. KIDD did make some boats as decorations. there is a birch canoe mod and another that has some ships and row or sail boats. somethings, like the Runestones, have been done but are in other mods. i think DS and KIDD both have sets with stone markers. i am not sure of how they functioned or what else was in the mods.
the map that i just finished does have pics of some of the boats toward the end of it.
Nice, I have some other mods downloaded from steam (none of those), but they can’t be activated when I have North active, I guess there is some conflict between them. But I will do a search for those, thank you for the tip!
most mods will show red as having conflicts but will not cause issues.there are exceptions especially with the North. adding buildings isn’t an issue. have to be careful if adding material items,such as gold or silver,some sugar buildings will have issues,some things that u8se the new flag limits as well.
you may want to do some reading on any conflicts known to happen with the steam as well. i don’t use that but have heard of issues. i think most were dealing with the upgrade version,but better safe than sorry.let us know if you need anything else.
These are all good ideas. Most are on my list of future content or I had it in mind but could not make it in a convincing way.
Pigs for pork I wanted different than just as another livestock grazing in pastures. More as an alternative to that on small space in pigpens. But it was not possible to implement without changes in core game.
Burial grounds with some simple stones as early game Viking style cemetery is on my list. It was only skipped in version 7 because a pure deco thing and items that expend gameplay got priority.
An idea for later when introducing a drugstore was to let them make some kind of elixiers from schnaps + herbs to use herbs more efficient in late game. Bitters is probably the more original term for this. How or by whom would you like it to be made in game?
Fishing docks with attached boats I wanted as production buildings that simulate maritime fishing, asuming fishers using sailboats to reach the coast downriver. They would bring back cod or herring or both randomly. Shipbuilding was an idea in general to utilize tar. Longships and so on you know.
The idea with livestock mechanics used for fishing doesn’t work as you already suspected. Banished is quite limited with such things because no way to code new functions or mechanics.
Feel free to write all what comes to your mind. Something can be very new and motivating to try when I can spend time for modding again.
TOM, KIDD has done pigs in farmyards or gardens. they function as a workplace. some are done where you need domesticated animals as a required building material,via CC or Necora. some must be fed and some not as well.
you may want to look back at some work that NECORA did for CANADA. there is a dock set with a variety of pieces. i actually have his boat shed. not really a NORTH style maybe but it is a red buidling.it’s a RP piece as far as making boats. can trade the fish nets and lobster traps. i think it is set to make dory boats as well if you have the other dock parts.
Yes, I know Kids farmyards and the animal pens in CC but I would like it not so much abstracted. It should have the breeding and slaughtering mechanics of pastures to handle livestock properly plus a feeding function to balance the small area.
Necoras maritime docks is pretty much the same idea, that’s right. For the North mod I would of course make it in an old scandinavian style for 1 or 2 matching food resources.
I forgot the rune stones that were mentioned. We talked about them here some time ago and it’s a nice idea, especially since the mod has boulders..
Pigs for pork I wanted different than just as another livestock grazing in pastures. More as an alternative to that on small space in pigpens. But it was not possible to implement without changes in core game.
Very much understandable. Is it the size of the animal that determines the size per area? A chicken coop and a pig-pen would be around the sameish size. If it is a graphics issue with crowding pigs into a small area, maybe have the massive sow be a part of the “shelter” bit of the pigpen, and the baby pigs the ones scurrying around like chickens?
An idea for later when introducing a drugstore was to let them make some kind of elixiers from schnaps + herbs to use herbs more efficient in late game. Bitters is probably the more original term for this. How or by whom would you like it to be made in game?
For me, probably the herbalist cabin. With the ability to find herb seeds and grow them instead of collecting them, the mid-level herbalist cabin has been the one building I have rarely built. It could be handled as a “still” add-on, probably needing glassware to be built to simulate the glasswork and bottles. depending on how resource intensive you want it, it might need any of the grains(or potatoes) as well as perhaps firewood. Since a lot of the herbs for bitters come from the wild, historically it would make sense.
Also, speaking of alcohol related things. Cider from apples? It was a major use for the apples who weren’t good enough to store for eating.
Fishing docks with attached boats I wanted as production buildings that simulate maritime fishing, asuming fishers using sailboats to reach the coast downriver. They would bring back cod or herring or both randomly. Shipbuilding was an idea in general to utilize tar. Longships and so on you know.
I do love that so much. The ambience would be amazing.
Also, thank you for the crayfish parties :)