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Month: July 2019

DS Timber Mill v2.2 update

Another improvement update. This one also has some changes that will work better with the current and next beta of DS Industry Mining.

I added an upgrade option to the Timber Mill: the into-the-future acquisition of circular saw blade technology now means the mill can be upgraded for faster production, this will have a cost of a complete rebuild with Timber, Iron Fittings and Steel Tools used in the construction. Iron Fittings will need to be traded for, or play with another mod that can produce them.

Change Log: DSTimberMill.pkm / DSLumberMill.pkm

download from or the forums: Nexus Mods World of Banished

Updates July 19: DS Small Village: Production v1.1.1 & DS Industry Mining BETAv.03

I’ve released a couple more updates to my mods over the last few days.

DS Small Village: Production was updated and released to v1.1 on the 23rd July. An update in quality, not so much in additions. The only real new ‘building’ was the fenced pasture. Most of the other changes and alterations are improvements and fixes to the previous versions. Cotton and Cloth has been removed from the mod, the Flax crop has been added, Blacksmiths/Workshops can now also make Copper Tools, Tools:Stonemason, Wagon Parts.

This update was quickly backed up with another to v1.1.1 on the 25th July, Thanks to @elemental for pointing out I forgot to add the 2nd texture variant for the Fishing Dock to match the Jetties. A couple of other fixes that escaped me the other day. Save compatible, but I’d delete any of the 2 workshops, blacksmith, acorn gatherer and fishing dock first.

Change Log: DSSmallVillageProduction.pkm

download from or the forums: Nexus Mods World of Banished

DS Industry Mining received another beta update to BETAv.03 on the 25th July.

There are two new buildings this update, though they both share a function, so essentially it is one and a half buildings. The Mining Overseer’s Desk and the Mining Overseer’s Office. The Desk simply displays the towns inventory, it is low cost to build at start of game and the information can be invaluable instead of clicking through countless stockpiles and barns. The Office is the full town hall statistics, including immigration which can occur at 0 population, though there are 3 required industry buildings to build for nomads.

Hopefully I’ve squashed all the bugs that were casing the crashes this time.

I made major changes in production numbers for the ore-to-iron/metal chains. The numbers are in the change log below.
I did not change the Silver values though, so this will eventually change which will impact, gold, coins etc.
Also, I have not adjusted the bloomery smelters construction costs (and UI texts) to account for the change in ore-metal production, these are right now the ‘cheaty-way’ of producing copper/iron. This will be changed in a future update when the production numbers are operating ok.

The poor performing Worker’s Construction Yard now has a selection menu to choose production of resources.
The Flax Weaver has had a shuffle in code and production numbers and now produces better…. but not very consistent across multiple years.

The changes to the citizen are a now even higher in likelihood of them getting sick/disease etc at the start of game, in testing I was regularly getting after 10-18 months, though remember the diseases aren’t anywhere near as deadly as standard game, unless a serious disease the citizens will get over them even without a doctor.
That being, the changes also included reducing the time a citizen has a disease, though the change is negligible and I don’t think it has made a huge difference since last update.
Citizens will also require a few more different types of food for happiness. Health has been changed slightly closer to standard, though I’m really not sure how these are properly influenced anymore the more I try to understand it.

Anyway, enjoy. Hopefully bug free.

Sorry I don’t think it is save compatible, at least it wasn’t when I tried, but I also adjust the mod list.
But always better for a new game, and place this above my other mods (latest at the top).

Thanks to @Nilla for all the testing and invaluable feedback.

Change Log: DSIndustryMining.pkm

download from or the forums: Nexus Mods World of Banished

DS TownHouses & a message to Steam subscribers

DS TownHouses v3

I have released a new update to DS TownHouses: v3

A minor hiccup in the first v3.0 release with a too easily achieved (& sorry, known about) crash problem with too large a family moving into a too small a house. The other, a missing demolish button from the UI panel of a road-buildable townhouse storage. A quick update and the main release is v3.0.1. If anyone was misfortune enough - sorry - to download and start playing v3.0 I have also released a patch mod that will add the missing demolish button to the storage. The crash will only persist if you free build with debug tool and force a larger family into a too small home at the start. It is unlikely you will encounter this crash if you play normally and build the houses later after you produce or trade for the items.

The changes bring the mod up to 'level' with DS Industry Mining BETAv.02. It is suggested you play with this mod, and place DS TownHouses above DS Industry Mining (unless I really say otherwise, you should do this with all my mods; latest at the top of mod list).

The update adds a new Brick town house with copper roof, lime mortar, offering exceptional heating and warmth ratings, they are a sure step up for your citizens once you have the required construction materials. This of course makes use with Bricks, Copper, Lime, Timber, Iron Fittings, Glass and more. All available to produce with DS Industry Mining, but I also recommend adding many of my other mods like DS Jetty & Bridge, DS Thompson Trade Merchants, DS Oil Mill, DS Timber Mill, DS Mead Brewing to name but a few.

v3.0.1 can be downloaded from worldofbanished forums, or it can be downloaded from nexus mods along with early versions and the patch for v3.0. I have also made a single separate compile of the new Brick housing added in v3, DSTownHousesTypeC.pkm, it can be used with the earlier v2 in a save-game. But I also intend to release the other types as single downloads, these single townhouse compiles will only be available on Nexus Mods.

download from or the forums: Nexus Mods World of Banished

a message to Steam subscribers of my mods:

After such a time period away, and starting to release mods on other platforms, I felt I should post a message to Steam subscribers of my mods about my decision to not update my mods on steam workshop at this current time. I outline the reasons in the message below, posted here.

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.


beta v.02 of DS Industry Mining

A week later and back with an update. I set myself a deadline and stuck to it. It was not easy, and only by chance have I been able to keep to it.

The new update isn’t big on new additions, just one new building; the Worker’s Construction Yard. The building hires 1-2 Workers who will randomly produce a variety of ‘advanced construction resources (Timber, Iron Fittings, Bricks, Roof-tiles, Lime and Glass).

I added spawned deposits of Clay and Sand to the map. Was very much a test, but have decided to keep it in for now.

A lot of alterations, fixes and changes. Added missing diseases and health/happiness changes, water furnace build models.

Balancing is still ongoing, and as such I decided not to update the values in the Info panels this update. With changes still likely to occur I didn’t want to be bogged down by that time-consuming task at this stage.

view the Change Log:

BETAv.02 – beta update: fixes and minor update — 20190712
– enabled the new illnesses and diseases, made changes to the existing, this was incorrectly disabled in previous version.
– lessened the unhealthy and happiness levels, this should slightly improve the work efficiency with poor food diversity.
– meanwhile I have increased the max. required food diversity.
– slight improvements (closer to standard) to the random disease chance within citizen file.
– lessened the depressed level in relation to the unhappy and happy level, was 15% of happy level, now: d=10%,u=20%, h=100%
– increased the medicine (herb) effectiveness.
– increased the trade value of Iron Fittings to 3, increased the create count per cycle to 5/8.
– increased the create count per cycle for Copper Ore, Iron Ore, and Tin Ore to 5/8.
– increased the create count per cycle for Silver Ore to 3/5.
– increased the create count per cycle for Coal to 5/6.
– and reduced the weights of Copper Ore, Iron Ore and Tin Ore to 12 (from 25/30/25).
– shortened the work time and work required by all of the mines – they are much faster now.
– fixed inconsistent and too low total production output and speed of the 6×6 Clay and Sand Quarries.
– increased the create count per cycle of Linseed to 13.
– increased the create count per cycle of Tallow to 2/3.
– increased the work time required by the Press Shed and Oil Kiln.
– increased work time and reduced work required by the Glass Maker.
– improved the Smith’s Hearth particle flame.
– added missing menu icon sprite for the Assayers Office.
– added build models for the Water-powered Blast Furnace.
– fixed issue of some items not being stored in Industrial Market.
– made further alterations to the following standard (vanilla) game template files for the buildings:
TradingPost, Market, Quarry, Herbalist, DoctorHouse, CutterYard, Chapel, Well, Tunnel, Tavern, IronMine
most buildings received updates to radius and ui changes to display radius,
— Quarry had consumeproduce and storage updated to reflect usage of new stonemason tools,
— CutterYard had worker count increased to 2 workers but a slower speed penalty.
— Herbalist changes included increased worker count to 3 and the ability to now store Herbs.
— Tunnel received a change in build cost with the addition of 1 Candle per tile.
— IronMine now again makes Iron, but will have a cost of Logs, Candles and Charcoal to mine/smelter, with increased worktime penalty.
— IronMine cost of Coal extraction is Logs and Candles.
– reduced the spawn chance (amount) of Copper Ore and Stone on a map.
– added Clay and Sand deposits to the map.
– added collect Clay and Sand buttons to the menu.
– increased the create count per cycle of Sand to 8 for both uneducated and educated.
– increased the create count per cycle of Clay to 5 for both uneducated and educated.
– moved the Charcoal-piles menu out of ‘Mineral, Ore & Raw material processing’ menu and into the ‘Firewood & Charcoal production’ menu.
– fixed incorrectly flagged resources in the Open-Top Up-Draft kiln.
– added new building: Worker’s Construction Yard.

BETAv.01 – initial beta release — 20190705



download from or the forums: Nexus Mods World of Banished

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