Banished

Banished

New Medieval Town version 1.1b
349 Comments
Cynder Wolf 16 Nov, 2020 @ 8:47am 
I noticed the Medieval hospice seems to be a little off shape for the third floor, and that the first floor has its side marked in such a way you cant place the third floor close enough to help it look right.
迷途的刀客 16 Jan, 2019 @ 8:55pm 
这是Redketchup对被放逐的中世纪城镇的新构想。这个模型将在游戏中添加许多专门设计的住宅建筑。这个模型还将为游戏添加一些新的建筑/职业/资源。这个模型是一个大项目,旨在帮助你在游戏中建立真正的中世纪城镇中心。
Daemon Trooper 25 Feb, 2018 @ 10:10am 
I've seen that ^^
red-ketchup  [author] 25 Feb, 2018 @ 8:33am 
this file is very outdated
Daemon Trooper 16 Feb, 2018 @ 7:56am 
Plus besoin du 1.0 du coup ?
Doesn't need the 1.0 version anymore ?
Fast2pizza 16 Jan, 2018 @ 5:48pm 
lol @waxiu learn to read; STEAM is worldwide so you should be thankful most ppl write in english :steammocking: (I am Russian xaxaxa :2017eyeball:)
red-ketchup  [author] 15 Dec, 2017 @ 9:31pm 
sorry but i am french :P
Rax 15 Dec, 2017 @ 11:52am 
Cool mod butttttt ahh might want to look at your grammer lol "will also add a some new"
red-ketchup  [author] 10 Jul, 2017 @ 6:18pm 
use the "remove building tool" from vanilla to remove the yellow X (this is the icon with an house and a crossbar over it)
Focusmon 6 Jul, 2017 @ 1:27pm 
i flattened some ground but the work-signs are still on the grass, prevent me to build, what is this?:steamfacepalm:
red-ketchup  [author] 1 Jun, 2017 @ 4:26pm 
works like herbalist but with little gathering range. where it helps you the more is : if set closer to bannies, more near of the town , your bannies will have to do a very smaller walk to get their 1/2 heart. instead to take a long walk in the wood to get your vanilla herbalist, and lose alot of time doing that back and forth.
FoxBlades 1 Jun, 2017 @ 3:49pm 
the apocathary... does it work like the herbalist where I need to place it in a forest? or does it work like I need to place it in a populated area since it helps the people?
red-ketchup  [author] 25 Feb, 2017 @ 8:20pm 
it is included in megamod, if you use megamod, you dont need it.
Madoka 25 Feb, 2017 @ 4:32am 
Is this compatible with the megamod?
Mark. 26 Jan, 2017 @ 12:35am 
Thx a lot for yours buildings. The corner one is perfect !
Seyaku-Brad 11 Jan, 2017 @ 8:51pm 
yes sir I did I'll let you know when i get this town up to that point
red-ketchup  [author] 11 Jan, 2017 @ 6:47pm 
hello have you tried to switch the mod order of NMT and CC ?

also, i know you ve post in NMT 1.1b but if you have your game updated to patch 1.0.6 ...
you should use NMT 2.04 for 1.0.6
Seyaku-Brad 11 Jan, 2017 @ 5:32pm 
Evening Red, your building models are amazing enjoy your donation! Is anyone having issues with the markets? My game crashes when I build a market. I also have CC FA running.
red-ketchup  [author] 4 Jan, 2017 @ 6:15am 
if i delete the others, it will delete it from tons of people who still use them.
it will force an unsubscription of everyone who still want to use the old versions.

and then all their cities made with the lower version will be broken and crashed.
Bober 4 Jan, 2017 @ 2:20am 
I dontr get it.. This mod has like million different version listed as different mods.. WHICH ONE IS LATEST? Whats the point of doing this stupid systeam at all?
AhHuat 21 Dec, 2016 @ 12:32am 
My citizen can't work at the medieval vendors.
CKOT 3 Oct, 2016 @ 1:10pm 
Hi. You can publish a one floor house with the passage (as in the picture [files.tasla.ru]) as a separate mod for use with New Medieval Town version 1.1V? And the angular house, too, if you can.
BSC Major Axelyoder 24 Sep, 2016 @ 5:12am 
Very nice mod, and beautifully crafted. I'm a bit saddened that I can't switch out 1.1b for 2.06 and keep the save I have (to my knowledge). Will there be any way for that to be possible/compatible in future updates, or is it already? Aside from that, please do continue making more things like this, it allows such beautiful towns to be made. If I may make a suggestion, perhaps in the future you could add something like, some Castle walls and large buildings?
3NRAG3 18 Sep, 2016 @ 11:12am 
ty
red-ketchup  [author] 18 Sep, 2016 @ 10:45am 
no you dont need 1.1b anymore. 1.1b doesnt work with banished patch 1.0.6

everything 1.1b had, 2.06 has it
3NRAG3 18 Sep, 2016 @ 6:11am 
and if so. what order do i put them in for loading??
3NRAG3 18 Sep, 2016 @ 6:11am 
do i need this mod installed as well to use NMT 2.0.6??
red-ketchup  [author] 24 Jul, 2016 @ 4:25am 
you are welcome
doge 23 Jul, 2016 @ 5:04pm 
Thank you! sorry, I wasn't sure where to ask, lol. This should help me to use the new version with a full understanding. Thanks again!
red-ketchup  [author] 23 Jul, 2016 @ 5:26am 
First, it is not the right place to ask. This discussion is about an old version, version 1.1b, which doesnt have any of the building mentionned. NMT 2.0.6 has these buildings.

meat drying, salting and butcher chop allow you to double your amount of total meat by processing them. for example, if you take 10 mutton, you will get 20 chops.
Water is a resource the citizens can take and will calm their hunger, but has no diet element citizens need.
The kiln will take the clay (from clay pit) and will make new building resources: Bricks and Rooftiles. those are needed to "upgrade" your buildings making them more efficient and better looking.
Pottery makers will also take clay and make pottery which will provide happiness to your people.
Archeologists will take stones and will try to find archeology artefact within and when enough pieces to can rebuild some of the ancient ruins or ancient buildings like Stonehedge.
Some of the ancient archeology will still act as a church or chapel
doge 22 Jul, 2016 @ 9:12pm 
Pretty sure this is the right place to ask. What is the purpose of the food buildings like meat drying, salting and butcher shop? Do they take the meat you produce, and make it into more food (same as how the bakery works I'm assuming). Also, is water now a resource? Do I need to build a water tower so my people dont die of thirst? And what about the pottery shop, and klin. Will I need bricks to build buildings now, or just certain ones? And how does the archealogy stuff work? If someone could help answer these questions I could use this mod to its full access. I'm just confused with all this new stuff it ads.
Hirasawa Yui 5 Jul, 2016 @ 1:07am 
Awesome
Night Fury [CZ] 26 May, 2016 @ 12:51am 
Oh crap so i start new one with 2.0 are you planing some ne bridges roads and etc.
red-ketchup  [author] 25 May, 2016 @ 2:18pm 
2.0 is NOT compatible at all with saves games made with 1.0 nor 1.1
Night Fury [CZ] 25 May, 2016 @ 11:49am 
ok i got it but if i start game my save game will crash any idea ?
red-ketchup  [author] 25 May, 2016 @ 11:42am 
Night Fury [CZ] 25 May, 2016 @ 6:21am 
where i can officialy download ?
red-ketchup  [author] 25 May, 2016 @ 5:58am 
2.0 has been release since 6 months but not on steam. the developper of the game blocked the mod upload till the new patch last week
Night Fury [CZ] 24 May, 2016 @ 12:43pm 
ok thanks and 2.0 is in development ?
red-ketchup  [author] 24 May, 2016 @ 11:48am 
no, you need at least 1 vanilla market for nomads, you dont even need to complete it, just the footprint on the ground at least.
in NMT2.0 you wont even need it anymore if you build the LightHouse :)
Night Fury [CZ] 24 May, 2016 @ 9:46am 
better market works like vannila market ? i mean i need make market to nomads arrive
red-ketchup  [author] 22 May, 2016 @ 8:04am 
not sure , you should find them. are you sure you dont have any conflict with an old version ? like 1.0 and 1.1b subscribed in same time ?
maybe a problem with 1.0.5 and 1.0.6 released by the developer last week ??

anyways soon this week i ll put NMT 2.0 on steam
Gibz 22 May, 2016 @ 7:27am 
Hey red ketchup whats up!!! I play ur new version on medieval but i dont found de bees and honey anywhere... The onlyway i found is to trade it..?!!! Do i missed something?
red-ketchup  [author] 3 May, 2016 @ 1:13am 
yeah i tried everything but the way the game has been made, it was impossible. there is no refresh of particle effects after the creation of the map. the river and lake particles are set on tiles that are tagged 'water' and 'deepwater' when it creates it and not anymore once it is done. so even it i terraform the tiles and i tag them as 'water' , there isnt go back for creating new water particles.
michael.s.madrid 2 May, 2016 @ 4:12pm 
oh man that would be awesome if they opened and the water just filled in. sucks. its a great idea for the game.
ROFLpl0x 2 May, 2016 @ 10:21am 
The gates don't open. Building animation and such isn't possible in Banished, as far as I know.
michael.s.madrid 2 May, 2016 @ 10:16am 
and when they do open does the canal fill with water or is it just that blue texture?
michael.s.madrid 2 May, 2016 @ 9:58am 
Maybe I am missing it somewhere but, How do you get the canal gates to open?
ROFLpl0x 29 Mar, 2016 @ 8:04am 
Yes, they do. Don't worry about the red conflict. As far as the crashing goes, I can't tell you why that's happening unless you're trying to activate one or the other in an existing game, which is 100% guaranteed to crash it, or one of them is conflicting with some other mod you're using. They do work together, though. I've used them together on more than one occasion.
Aurunikum 28 Mar, 2016 @ 10:33pm 
No, they do not, both are red when i activate both at the same time! It starts yes, but the game also crash sometimes. And i mean NMT do not use the materials of CC, like glass, rope, brick and steel gird for example.