Show details for items in this category: - all Show production numbers for Educated workers.
![banished mega mod trade animals banished mega mod trade animals](https://i.ytimg.com/vi/cej1WaPpNPw/maxresdefault.jpg)
This prevents the worker from coming to work, hitting the hammer one time and then wandering off, like the builders do (they must be union workers). The worker will stay at his job in order to complete one cycle of Work Required before he'll take any time off to go eat/sleep/find tools. Obviously any combination of numbers that multiply to 20 would work here, but the Work Required number also has another effect. The worker needs to go bang his hammer 4 times (work required) in order to satisfy 1 work time. Say you have a Work Required of 4 and a Work Time of 5. By multiplying the Work Required number by the Work Time number you get the actual amount of work that is necessary at the building to produce something. Production Chains see also: Building List quoted from: CC 1.61 Production and Building Numbers For clarification sake, you'll notice in the below charts that there are two columns involving work numbers. A useful tool for calculating the optimal size of fields, orchards, pastures & cemetaries can be found at
#Banished mega mod trade animals plus
SiliSoftware » Tools » Banished (game) & Colonial Charter (mod) information and calculatorsĬolonial Charter & Mega Mod calculator for Banished This page lists all the buildings in the original Banished game, plus those in Colonial Charter mod and (some of) Mega Mod, with production chains and trade profitability. => Dialog/NewLimitStringTable.Banished (game) & Colonial Charter (mod) information and calculators => Dialog/NewLimitStringTable.rsc:gameDialogs => ElementDescription _element = "Dialog/Destroy.rsc:destroy" => ElementDescription _element = "Dialog/Build.rsc:build" => ElementDescription _element = "Dialog/Building.rsc:icons" => ElementDescription _element = "Dialog/Work.rsc:workPlace" => ElementDescription _element = "Dialog/Production.rsc:checkProduction" => ElementDescription _element = "Dialog/Production.rsc:production4" => ElementDescription _element = "Dialog/ConsumeProduce.rsc" => DialogControllerConfig _config = "resourceLimitConfig" => ElementDescription _element = "resourceLimit" A useful tool for calculating the optimal size of fields, orchards, pastures & cemetaries can be found at. => ElementDescription _element = "Template/ToolMaker.rsc:inventoryTab2" This page lists all the buildings in the original Banished game, plus those in Colonial Charter mod and (some of) Mega Mod, with production chains and trade profitability. => DialogControllerConfig _config = "workButtonConfig"
#Banished mega mod trade animals mods
All of the listed mods are completely included. RedKetchup, Kid, Discrepancy, emb圆1, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. Thanks to the hard work of all the modders who have contributed. => ElementDescription _element = "enableWorkButton" The MegaMod - the ultimate Banished mod experience. => ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc"
![banished mega mod trade animals banished mega mod trade animals](https://www.gamersdecide.com/sites/default/files/styles/news_images/public/top-10-banished-best-modpacks.jpg)
=> ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc" => String _requirements = "Animal3Require" => ResourceLimit _resourceLimit = Custom7
![banished mega mod trade animals banished mega mod trade animals](http://www.playthepast.org/wp-content/uploads/2016/09/20160920130325_1.jpg)
=> ConsumeRawMaterial _consumeMaterialsComponentDescription _produceMaterial = "Template/RawMaterialDomAnimal.rsc" => Game/Profession/Profession.rsc:herdsman => Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Grain | Fruit | Vegetable | Protein | CoalFuel | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9 => // materials for drawing selection with no mesh => Material/SelectionEdge/SelectionEdge.rsc => Material/SelectionMask/SelectionMask.rsc => "Models/MaterialInstance/StableFootprintMaterial.rsc" "Models/MaterialInstance/StableFootprintDamageMaterial.rsc" => Normal | Obstacle,Normal | Obstacle | Fast | Faster, => Particle _particle = "ParticleSystems\Fire\FireMedium.rsc" => StatusIcons\BuildingIconSpriteSheet.rsc "map","zone","decal","modeldestroyed",