Banished

Banished

Tighter Roads: Extended Edition
37 Comments
rorcanna 1 Apr, 2021 @ 3:50pm 
Ugh... This mod is exactly what I wanted, but it doesn't seem to be working with a huge number of buildings from Kid and DS... I might have to get into modding.
leftbehind 18 Jun, 2018 @ 9:11pm 
Would it be possible to add support for DS Houses: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1231694360&searchtext=ds+house

Specifically the "Large Village Town House" which has an emtpty corner that should be road-able?
WAND3R3R_R33C3 30 Nov, 2017 @ 5:25am 
Can you make this support Smart Docks? That mod makes it easier to place fishing docks along rivers. However, if your mod is also used, then I get three unusable tiles in front of the dock. It's a small price to pay for easier placement, but a fix would be nice. Thanks in advance.

Also, I just love what this does to the Storage Carts.
xxx78 24 Oct, 2015 @ 6:38am 
Ohh that was quick
Thanks for clearing that up :)
Have a nice weekend.
Owlchemist  [author] 24 Oct, 2015 @ 6:26am 
The load order doesn't matter for those two.
xxx78 24 Oct, 2015 @ 6:25am 
thanks for a very good mod :)

A question: when using this together with Roadbound, who should be on top in load order? Right now I have Tighter roads on top but Im not sure if that is best.
tcurran 2 Sep, 2015 @ 9:05pm 
i cannot find wooden signs on workshop can you get me a link thanks
ivana-nazza 20 Aug, 2015 @ 3:49am 
si possono togliere i workshop
Angelo 10 Aug, 2015 @ 6:18am 
Could you try a version for red ketchup's Medival Town mod.It's quite popular and follows the original coding of the mod
Ilthe 19 Jun, 2015 @ 3:47am 
Thank you for quick fixing :)
Owlchemist  [author] 18 Jun, 2015 @ 2:12pm 
I've issued a patch to fix this. Run it ontop of this mod. Link in the description.
Owlchemist  [author] 18 Jun, 2015 @ 1:59pm 
Yes this is right. Sorry, I realize my mod description is wrong now and suggests CC is not needed. This used to be true with CC 1.2, but in order to support CC 1.3+, I had to make some changes.
Ilthe 18 Jun, 2015 @ 6:38am 
Oh. Thank you. I didn't know CC is required :(

So, if I want to use Tighter roads whithout CC I should switch to other version of Tighter roads?
Or just use this one with CC...
Owlchemist  [author] 18 Jun, 2015 @ 2:40am 
Judging by that screenshot, you don't have Colonial Charter, which is required for the Extended Edition version of Tighter Roads.
Ilthe 17 Jun, 2015 @ 10:21pm 
Tried disabling and unsubscribing everything except this mod - still getting this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=463574966

Tried your other version of Tighter roads - that works just as expected - dirt under all marketplace tiles and ability to build stone roads on almost every pathable spaces to make market look more like city center.
Ilthe 17 Jun, 2015 @ 1:14pm 
I'm using Supermarket mod - that makes marketplace range bigger - maybe this is the problem?
It didn't show conflicts in game, and I thought it's okay to use this two mods.
I'll check how game works without one of them.
Owlchemist  [author] 17 Jun, 2015 @ 12:36pm 
No, that is not intended and shouldn't be happening. I been sitting here for awhile thinking about why that would happen, but I don't know. That doesn't happen to me.
Ilthe 17 Jun, 2015 @ 8:35am 
Great mod, improves city view a lot!

But I have noticed that marketplace has no dirt texture under it.
Is it intended to be this way?
I like building roads between buildings in marketplace but grass textures in the middle of the city look not very nice.

(Sorry, my English might be ununderstandable sometimes...)
Owlchemist  [author] 22 Apr, 2015 @ 11:03pm 
Yeah, sorry that's a known issue. I was at first going to revert the changes to the fishing dock, but I value its tightened footprint especially.
Bugsbugme 22 Apr, 2015 @ 8:01pm 
The fishing dock has a small problem with the little pier. If a fisherman goes to the end of the pier, they end up under the water.

Also, could you add in support for the Mountain-less Mines mod please? Thanks :)
It works kind of now, but only if you load Mountain-less Mines above Tighter Roads and then the mine has a bunch of un-usable tiles infront of it.
Muad'dib 10 Feb, 2015 @ 10:10am 
thx. fore the info
Muad'dib 7 Feb, 2015 @ 12:53pm 
Where can i find the wooden signs?
iDisOrder 6 Jan, 2015 @ 2:04pm 
@Owlchemist
gotcha!
Thanks for explaining it to me.
Adding it to my list
Owlchemist  [author] 6 Jan, 2015 @ 1:00pm 
Also, even the non-modded content is more refined in this version, so even if you don't use those mods, I'd recommend this one anyway.
Owlchemist  [author] 6 Jan, 2015 @ 12:59pm 
This mod includes the one you linked, and also includes support for the mods listed in the description.
iDisOrder 6 Jan, 2015 @ 12:39pm 
@[OT]Daanonymous
what I meant was what's the difference between this and Tighter Roads?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=354654209&searchtext=Tighter+Roads
Owlchemist  [author] 6 Jan, 2015 @ 11:10am 
It allows you to place roadtiles on additional spots of each build, and/or it shrinks a building's footprint down by removing blank tiles around the edges.
Daanonymous 6 Jan, 2015 @ 6:22am 
you moron
iDisOrder 6 Jan, 2015 @ 5:17am 
call me a moron, but what exactly does this mod do?
allow you to place roads closer to buildings???
Owlchemist  [author] 26 Dec, 2014 @ 12:49pm 
Yes.
General Chaøs™ 26 Dec, 2014 @ 12:49pm 
Will this work with Colonial Charter V1.24?
Owlchemist  [author] 25 Dec, 2014 @ 7:28pm 
Colonial Charter
Kayinn 25 Dec, 2014 @ 12:00pm 
What is CC?
Soma Holiday 21 Dec, 2014 @ 8:39am 
Ah, I see. Thanks!
Owlchemist  [author] 20 Dec, 2014 @ 7:19pm 
@Trichom - yes you run it with CC. It's supposed to conflict because it overwrites CC's building placement with the tight version of the buildings. The other mod, Tighter Roads, doesn't change any of CCs buildings.
Soma Holiday 20 Dec, 2014 @ 5:34pm 
It conflicts with CC? So you're saying you need to run this mod AND the CC mod? Then what's the point? Couldn't I just run CC and Tighter Roads?