Banished

Banished

Smaller Vendor Buildings
100 Comments
ShkD 30 Jul, 2024 @ 9:29am 
Awesome!
But (here it is...)
1. Hardware store refuse to collect coal
2. General store provide coal as house fuel
Key7 23 Feb, 2023 @ 4:30am 
I have a bug with the medival buildings Mod, The vendor constanly shuffels flower back and forth between the hardware store and a normal storeage. He is holding his cart like a club while doing that XD
Lûte the Goblin 11 Oct, 2020 @ 9:35am 
The description could benefit from just listing what each store does, not talk about percentages and vague descriptors of items groups.
Walkman 30 Apr, 2020 @ 2:54am 
Mod works fine. The little ones is very good at the beginning of the game instead of the big market which needs a lot of grids.
Decoherence 22 Sep, 2019 @ 4:06am 
此 mod 包括三个新的供应商大楼,比市场小,称为硬件商店、普通商店和农场展台。最新的建筑,硬件商店,不携带食物或药品。与市场不同,它还携带少量的石头。普通商店和农场摊位消除了生产建筑库存,只保留公民在家中或人身上使用的商品。这些物品的储存比例也从市场变化,一般商店只改变一个更高的工具百分比,农场展台使用较低的蛋白质,木柴,药品和服装百分比。此外,应当指出,这些建筑物绝不影响需要为游牧民提供市场的要求。
crahuks 21 Jan, 2019 @ 6:56am 
for some reason this doesnt work for me could someone help me
Kyro Jorvaskr 6 Dec, 2018 @ 4:09pm 
Is it possible to reskin the store that looks like the Brewery? I would very much like to see that :) other than that, great mod!
theGraySTiG  [author] 20 Apr, 2018 @ 4:38pm 
The General Store carries the same kinds of goods as the Market, excepting the raw building materials, same as the Farm Stand. I tried to describe it as succinctly as I could in the description above, but I hope this helps clarify.
Euzio 19 Apr, 2018 @ 8:30pm 
Hope someone can answer this but from what I know, the Farm Stand distributes food, the Hardware Store tools, so the General Store is basically a combination of both?
Mamma_Duck 11 Mar, 2018 @ 1:43pm 
Fun little mod which helps a lot! Thanks for all the time and creative energy you gave to bring this to us!
alemismun 29 May, 2017 @ 10:29am 
Whats the point of the mod, is this like a tiny barn or what?
Pink Platinum 30 Sep, 2016 @ 6:14pm 
i love you
lukeliu 1 Dec, 2015 @ 2:50am 
Awesome! Very useful for production specialization
theGraySTiG  [author] 22 Nov, 2015 @ 4:50am 
The version(s) on BanishedInfo are the only available. I don't have the free time I used to have when I was playing this game and started making mods.
Gubernaut 21 Nov, 2015 @ 10:07pm 
Do you think you could make a separate version of just the latest farm stand or are you not interested? I ask because I just don't want to use the General store building, don't like the way it looks and it's too similar to market (and I have to build markets anyway) but I find the farm stand useful and like how it looks. I just don't like having the extra buttons in the toolbar (for stuff I'm not fitting into my version of the game)
theGraySTiG  [author] 21 Nov, 2015 @ 3:45pm 
All that said, the requirements to throw one down are small enough that you can do a quick test run without needing to cheat it out. So, you can at least verify the graphics.
theGraySTiG  [author] 21 Nov, 2015 @ 3:41pm 
It's been so long, that I don't remember whether that was left with the Guild 2 graphics, or with the building from the corner of the in-game pasture. I also suspect that the stats are somewhat different, probably holding more than the one in this compilation, but also likely with slightly different ratios, allowing more tools and clothing, if I remember correctly. Unfortunately, all the details of my development were on the BanishedMods forum that disappeared with no archive.
Gubernaut 21 Nov, 2015 @ 2:46pm 
I only want to use the farm stand. Is the Farm Stand (deleted) on Banished info the same or just as good as the farm stand in the compilation version?
elliescuff 27 Aug, 2015 @ 5:30am 
Thanks, Elfecutioner. Great mod though!
theGraySTiG  [author] 13 Aug, 2015 @ 5:28am 
No, it was not possible to make any of the smaller markets count as a market for Nomads without requiring them, too.
elliescuff 13 Aug, 2015 @ 4:15am 
Great mod! I know that markets will attract Nomads, will these creations do the same? Thanks
thiotes 7 Jul, 2015 @ 1:24pm 
Okay, forget it, i just started with all mods disabled and it still crashes. Guess ill redownload the game or something. - Just wish i knew what caused this.
thiotes 7 Jul, 2015 @ 1:18pm 
This mod crashes any time i want to start a game (no other mods active) would it help if i upload the dump somewhere?
Simbot34 12 Jun, 2015 @ 7:42pm 
Hardware store..?
Wait, I thought that was modern. Does that go with the game?
theGraySTiG  [author] 11 Jun, 2015 @ 3:48pm 
Which items are stocked is based on the type flags. I b elieve the game actually doesn't allow for new type flags (unless this has changed), so almost everything new created in other mods should be able to be stocked in one of these stores.
dwilder56 11 Jun, 2015 @ 10:21am 
Will the Hardware Store stock Materials from Colonial Charter: Curse of the Golden Llama? Could really use a place to centralize all that.
theGraySTiG  [author] 20 May, 2015 @ 5:06pm 
Like markets, citizens will choose these buildings as a place to idle. Like almost every settlement game I've played, enabling your citizens to idle too early in the game is dangerous for necessary early productivity. This mod doesn't affect AI behavior any differently than in-game buildings, but gives you the ability to effectively create a small market much sooner than you would have a market, or any of the leisure buildings, in game. If your citizens are unhappy, they will spend a majority of their time idling. Good luck!
Della Deviant 20 May, 2015 @ 2:33pm 
Nope, scratch that. In this game, all citizens will flock to and idle in front of the farm stand or the general store.
Something is definitely odd.
Della Deviant 20 May, 2015 @ 2:17pm 
I've been having trouble, I believe with this mod as it was the last one I installed.
Since installing this mod, any time I build any of this mods buildings in a game, the citizens cease to put food in the general store (the farm stand and hardware store seems to function fine.) Food is collected by the hunters and gatherers and fishers, then left in baskets around the countryside. The workers, laborers, nor the vendors will go pick up food. So, if you build a general store as your main location for food storage (as in, not having a barn or cart or any other food storage location available), your citizens will stand around idling and starve themselves out. This has happened to three newly created games thus far. Hmm, interesting. Anyone else?
theGraySTiG  [author] 3 May, 2015 @ 5:17pm 
Freeasabird, please read the disclaimer. It says as much.
Freeasabird🕊 3 May, 2015 @ 2:27pm 
AH HAAA!! 8D You took the modle for this building from a game called The Guild 2 its actually an Alchemists shop HA HA thought i wouldn't Notice eh? O_o :D
theGraySTiG  [author] 22 Mar, 2015 @ 3:43pm 
Red means there is a matching file name, and load order becomes important. I haven't used that mod, so I can't really be of help beyond that.
manu 22 Mar, 2015 @ 8:22am 
Yes, according to the following link it small vendor buildings should come underneath the CC mod. But I don't know why still it is in red?
http://colonialcharter.com/index.php/forum/help-support/229-mod-compatibility?start=16
theGraySTiG  [author] 17 Mar, 2015 @ 6:46pm 
I have not changed anything on this in a long time. CC Excellent Adventure claims the two should be fully compatible. You may want to read through their compatibility list information.
manu 17 Mar, 2015 @ 2:04pm 
I am so eager to get this mod but conflict of this mod with CC Excellent Adventure is preventing me to proceed. It is so sad. Please fix it.
ROFLpl0x 24 Feb, 2015 @ 10:41am 
I like this mod. The little farm stands are a God-send. The hardware store is nice too and such and I don't care that it looks like the tavern but the general store sticks out like a sore thumb. It doesn't match the rest of the building designs at all. Seems to me that there'd be stock models you could use instead.
Desamii 29 Jan, 2015 @ 1:15am 
@ Zairya: No it Doesnt replaxe the Market. I only used this little markets because I have no Citycentre, just little villages. No Nomades arived. Its a nice way to avoid nomads, i think.
assobanana76 26 Jan, 2015 @ 12:42pm 
toughy me too but my wife think different about the time I spent on Banished.......
theGraySTiG  [author] 26 Jan, 2015 @ 12:39pm 
I have no modeling experience, and no one has offered another model to me. However, I also haven't been playing this game lately, so I haven't been putting my time into modding this game any more.
Casaubon 26 Jan, 2015 @ 9:48am 
Hi again, did you consider making a new model for the hardwarestore as it is using the tavern model currently? Or maybe let someone other model it for you?
theGraySTiG  [author] 20 Jan, 2015 @ 3:13pm 
Yes, the Farm Stand is 4x3, including the road path, which runs in the longer direction. And here I thought you had been using this mod for a long time!
assobanana76 20 Jan, 2015 @ 4:32am 
pls, the dimension of farm stand?
4x3 with road?
iDisOrder 6 Jan, 2015 @ 3:39pm 
Excellent!
thanks Elf, been 'bout a year since I played as well.
Kickstarted this bad-boy and was waiting for it to be completed.
Thanks for this mod.... and all your other masterpieces
theGraySTiG  [author] 6 Jan, 2015 @ 3:33pm 
GS/FS: Food, Herbs, Firewood, Clothes, Tools
HS: Iron, Wood, Stone, Firewood, Clothes, Tools
I think that covers it, but it's been a while since I've played, so I apologize if I forgot something.
iDisOrder 6 Jan, 2015 @ 1:24pm 
talk to me like I'm 5..
what do each of these buildings hold as far as products?
Casaubon 27 Dec, 2014 @ 10:38am 
great addition, finally I can have smaller outposts in remote valleys apart from may main settlement be supplied properly.
Sonoma 20 Dec, 2014 @ 7:24pm 
cool, looks like I found the right one. Thanks for the mod man.
Zairya 20 Dec, 2014 @ 9:46am 
hello,

for nomads a maket is required... do your buildings replace the maket that way too?
theGraySTiG  [author] 16 Dec, 2014 @ 9:20am 
Please feel free. I'll contact you directly, so you don't have to jump through multiple links to find my source text file.
acoustic-motors 16 Dec, 2014 @ 9:14am 
Hello Elfecutioner,
i would like to ask you for permission to translate your mod into german. I've already translate the colonial charter mod. If you're interested, contact me to clear up the details.

greets