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If you are using v2.0 you will need to demolish all of the Thompson trade merchants that have been built, this must be done prior to the update otherwise your savegame will experience a crash upon update.
changes in v2.1 are:
- fixed issues with all traders delivering wrong resources.
- edit to stringtables & texts.
- edit to purchase ribbon table of Building Supplies UI.
- added more variances in trading boats & deliveries at all traders.
- updates to DSDialog files & DSToolbar files.
if update happens and you have not demolished the traders, you can revert to older version by downloading at NexusMods.com/banished.
if you wish to download the update earlier, unsubscribe from the mod on steam and head to worldofbanished.com or nexusmods to download v2.1.
, DS
If you are using v2.0 in a save-game, unfortunatley this update is not compatible and you will need to start a new game.
changes in v3.0 are:
- added Stream Water Collector and Water resource.
- added Local Brew alcohol resource and recipes in Ale House.
- added 6 more variants of Strong Ale storage piles (total of 10).
- added new Ale House select area decal.
- added 4 variants of Local Brew storage piles.
- altered recipes in Ale House.
- altered RawMaterial file of Strong Ale.
- altered the Ale House footprint decal.
- changes to stringtables and texts.
- changes to sprites and icons.
- changes to file structure and DSDialog and DSToolbar files.
if update happens and you were unaware and wish to keep save, previous versions can be download from NexusMods.com/banished.
, DS
This update is save-game compatible with v2.1.
changes in v2.1.1 are:
- added Ghost Dock Piece.
- improved AO on all dock pieces
- fixed edge alignments of dock pieces
if you wish to download the update earlier, unsubscribe from the mod on steam and head to worldofbanished.com or nexusmods to download v2.1.1
, DS
If you are using v2.1.1 you will need to demolish all of the Thompson trade merchants that have been built as well as any ghost deco dock pieces, this must be done prior to the update otherwise your savegame will experience a crash upon update/start.
changes in v2.2 are:
- fixed a bug that was causing the Protein trader to crash the game.
- fixed and altered stringtable texts.
- reduced construction costs of some traders.
- increased storage capacities of some traders.
- increased the max. number of workers employed at the traders.
- split apart the ghosted deco pieces into their own toolbar menu and buttons.
- altered the dialog UI boxes of the traders.
- altered some toolbar icon sprites.
- added option to toolbar allowing direct construction of the Storage dock.
- added the Thompson Trade Merchant Stone Road.
- update to latest DStoolbar files and sprites.
if you wish to download the update earlier, unsubscribe from the mod on steam and head to worldofbanished.com or nexusmods.com/banished to download v2.2
, DS
- Fruit & Veg Barn - laborers only place place gathered items (onions, mushrooms, etc) in the barn even if the regular Storage Barns are near or at full capacity
- Schools - even if your modded schools are the only ones placed on map they will not be used, but, if I then put a "regular" the students flock to it
I am using the mods load order you have listed, any ideas?
Thank you.
Banished UI: Mod
Banished UI: Maps
DS Terrains and Climates
DS Fulbert Wright Housing
DS Fulbert Wright School
DS Bridge Crossing
DS Market Harborough Old Grammar School
DS Small Village - Services
DS Small Village - Storage
DS Small Village - Homes
DS Roasted Nuts
DS Stone Hovels
DS Chapel of St. Ernest
DS Fences and Decorations
DS Fruit & Veg Barn
DS Roads
Animal Example (Pasture --> White Chickens)
Brussel Sprouts
Building Example (Apiary --> Beekeeeping)
Crop Example (Lettuce)
Dairy Milk and Creamery
Fig Example (Orchard --> Fig Trees)
Horn Carrots
No More Rain!
Pick Me Up
Radius ReColour
Smaller Vendor Buildings
Specialized Stockpiles
Steph's Grain Silos
After researching 145 mods these are the 29 that made the final cut. Since the majority (18/29) are from Discrepancy this seemed like a good place to ask about Load Order. The first group are in order as recommended by Discrepancy in the OP. The second group includes 2 more Discrepancy mods, 4 Official mods and 7 from 7 other individual creators. This seems like a pretty good mix to keep close to vanilla balance but still allowing for some variety.
Any insight on the Load Order or even on whether or not a particular mod listed here will or won’t work in this situation is highly appreciated.
1) General Clothing Warehouse - will not accept any type of clothing even if all other storage buildings are full (the General TEXTILE Warehouse does work as expected)
2) Timber Mill PINE Forester - Workers will show as assigned to the building but never go to it or plant/harvest Pine trees (the Timber Mill BIRCH Forester does work as expected)
Thanks for the updates to the Fruit & Veggie Barn and the Schools; everything with those seem to be working now.
As I have said before, THANKS for the mods. They have made a great game even better.
After a break from modding Banished, I have now been able to find some time to return.
I had already planned on making my mods a little different than the rest, this was started late last year. The introduction of a slightly re-worked Flag Limit system, different to both CC and The North (and standard Banished game) I began introducing with my latest updated mods at the start of the year: DS Mead Brewery and DS Thompson Trade Merchants. The changes are small, and for the most part it remains 'semi-compatible' with both of them mods.
For the good part of 2-3 years I have been working on a mod that was firstly released as a single Iron Ore Blast Furnace (DS Blast Furnace), it had a few changes in development, one orientated towards playing with CC, and the other with The North. As I expanded the mod I realised that I was being hampered by the constraints that other mods made upon my own vision. This was particularly evident with CC, though nothing against it, their game economy was built around a whole different set of resources than what I wanted to achieve. As CC uses many of the standard vanilla production outputs, values and recipes this was always going to cause an issue, as I wanted to essentially add a need to mine. The standard production and resource variables do not lend themselves to making an in game economy that would be beneficial for mining, it is already easier to trade for iron than simply mining for it.
I switched to making the mod around the values in The North, which had already greatly increased the value of Iron, as well as already having a multi-levelled iron production (iron ore - iron bloom - iron). I changed the name to Industry Mining in the North, expanded the mod greatly, but I still came to a place where I was being forced to abandon ideas and my vision because the variables were still not weighted in the direction I needed them, but even more so I felt I was impeding upon the North. The North by Tom Sawyer remains one of those great mods that is perfectly polished and a joy to play. I actually play Banished rarely apart from play testing my mods, but when I do, I normally play a game with just The North.
So I changed the mod again... changed my whole outlook. Name changed again to simply DS Industry Mining. A long time in production started, and I knew if I was going to start going my own direction, I had to bring all my other mods with me! a daunting task as there are mods that are so far out of date, I always feel dread at updating them. I have learnt everything as I have went in the last few years of modding, I had no real previous experience in any modding, and had only just started to play around with using blender to create 3d models, with no experience in texturing or even exporting them from blender!
...
So what does this all mean?
Well I hit a roadblock. I was struggling to find a balance in the game from my changes I was making, things were over-powered, while others were massively under. I altered the production and values, struggled to get consistent results, then tried adjusting the citizen ageing which caused me even greater problems. Real-life intervened and saved me from burning my computer.
I've been back and modding the last month, getting my head around what I had done, and was attempting to do. I reverted a lot of the ageing and production changes back a bit and started going back at it from a standard vanilla ageing. But not a week into it and I was feeling pretty burdened and couldn't get a balance at all. The same problems persisted, but I decided I had to release what I had and get some feedback.
I find when I'm modding banished now, I think I struggle to get a good perception of what a player experiences when they play the game. Perhaps because I cannot seem to play a long enough game with my own mods without stopping and wanting to alter or add something. There is not often now that I go above 30 game years, whereas when i was a player I was normally playing to around the 200yr mark.
I would say I've had a bit of a perception shift. I haven't been good in the past at maintaining and updating my mods to a good enough standard. I have a lot of ideas and this made me produce a large output, but my quality was not there (I think) in properly producing and expressing the ideas. Some mods were rushed, and add that to my inexperience and constantly learning and evolving in my methods, some of my early mods are a mess and shamble even to me, so I'm sure some players are mystified. I can't make the same mistakes again, but I still need to push 'unfinished' mods out to the public for perception, ideas and feedback. But I'm going to ensure I keep them updated and serviceable.
Behind the scenes in my latest mods I have made large 'structural' changes. This now allows me to easily share resources, and keep a common trend amongst my mods. The 'engine' of this; the core UI changes, texts and icons are still being added to and altered. But the same is with the resources, though the problem lies in my ever having to alter the resource production values to cater the DS Industry Mining mod.
This ever changing and altering is not good for save-games or players on Steam who subscribe to my mods, that is why I never released the mod to the steam workshop as players would have no control of the update and break their save. I know I have done this before many times, but now I knew it was to be more often, and I could only hope to have some testing done with some players who were aware that this was a beta and could choose to opt in to a new update. So I made a decision to not yet add to steam, but as I said earlier, I needed to bring all of my previous back catalogue into this new game economy, so that means there will not be any new updates to my content mods on steam until I am happy I have a consistent game economy and there will not be any major changes to the resource and production files.
You can of course choose to update manually to my latest versions and mods I release by downloading from Nexus Mods or joining and downloading from the World of Banished forums.
DS