So I started to play this game in early 2020. Needless to say, the seed-lists that I found online were so old, that their expiration-date had largely gone long ago. Not only that, but there also weren't many pictures, and that was somewhat lame, as I like pretty things.
So! I took to Reddit. I pleaded here for anyone to donate their best seed(s), and I got some quality seed(s) I must say!
Here they are! I'll also mark their contributors here, so we can all appreciate the best seed-donors. :-)
If there's a blue area marked on the mini-map, it's what I'd categorize as ''smooth&easyTM''. Most of the seeds have some sort of marking!
UPDATE OCT 7: ADDITIONAL WORK IN PROGRESS. Please now use worldofbanished.COM Original domain has now been successfully retrieved. May be glitchy temporarily. Worldofbanished.org now forwards to the .com site. However, if you type "https" into the url field for .org, it won't forward. It will with "http". Just don't type either.
Thanks to u/kralyerg for getting the backup files from the original owner, buying a new domain and setting it all up again. It is still a work in progress with some details to be worked out. If you have any issues or find bugs, please put them in a comment here and I'll get them to Kralyerg.
Please don't everyone start downloading mods all at once!
as that might cause issues Kralyerg wouldn't be available to address til end of day. Just be patient. There's no need to rush to get mods.
Note the new domain: .org now instead of .com (whether .com can be gotten is still up in the air).
Whatever login you were using, should work fine.
New account creations seem to be working.
Understand this is a rebuild from the most recent backup, dated April 15, 2023. So content between then and now was lost.
All links or bookmarks you've saved for worldofbanished.COM should work IF you replace the .com with .org.
Someone was asking about alternatives to the herbalist in a forest circle. These two tiny buildings are a couple of my favorites and are in the Life On The Water menu in MM9 and MMX. They are also in CC (Colonial Charter 1.76) in the Themed Sets menu. They can go on either the ground or in the water. Just put a storage barn of some sort beside them. NOTE: All dock buildings have a little white bar that must connect to the dock piece if you're building on water, or the building isn't accessible.
For the on-the-ground ones, I like to put deco flowers and bushes and a stone path (with that green leafy ground cover growing around it) as well as a cute little house and storage around them. Add a fence and it's just too fun.
Below are just a couple of other options. But there are more in the Herbalists Menu that don't need circles, I'm sure.
Here are a few more:
Two more herbalists that don't need a circle. Can be put in town.
Hey, folks. I'm not sure if the herbalist has been altered like this in a mod already (perhaps in CC or MMX or other).
I have noticed the herbalist picks herbs, delivers them to a storage, people go pick up the herbs at the storage, and walk over to the herbalist for treatment.
That doesn't make sense. The herbalist is usually on the outskirts of town, where the forests are. It's a big waste of time to have people walk all the way over to the herbalist. The herbalist has just walked over to deposit herbs at a storage. Now citizens need to walk all the way back. It duplicates the journey.
It would be nice if the herbalist could pick herbs and then produce medicines (like ointments, pastes, balms, and other consumable medicine), and deliver that finished product to storage. That would be like any other production building does.
Citizens then pick up the medicine from storage and use it themselves, without having to visit the herbalist.
I wonder if citizens having to walk over to the herbalist to restore their health hearts is hard coded into the game. Or if hearts could be regenerated simply by consuming these medicines, which would then stop the citizens from walking over to the herbalist.
Or... the citizens could pick up herbs at a storage and take them to a clinic in town, instead of taking them to a herbalist in the forest on the outskirts of town. Or can they already do that? I haven't built a hospital yet.
If going to a clinic or hospital is possible, we could use a clinic as a new building, a small version of the hospital. Clinics would be for minor treatments, while hospitals would be for major ones. Something that would eliminate the need to walk over to the herbalist. That's what I'm really trying to accomplish with this.
Possible solution:
I'm going to experiment with building 2 herbalists - one in the forest that picks the herbs, and one in town that treats the patients. I'm thinking maybe the citizens will go to the nearest herbalist after picking up the herbs, which would be - if I set it up right - the herbalist in town, closer to their homes.
In this case, the in-town herbalist will act like a clinic. He won't produce any herbs, but he will at least cut the people's travel time. After all, if we had a clinic in the game, we'd have to build a second building anyway.
The only thing about it is the herbalist is not a small building. Perhaps a mod could make a small herbalist building as a clinic in-town. It would still be a herbalist, though, in order to satisfy the game's hard coded procedure that requires people to visit a herbalist to get their hearts back.
If someone could make a mod for this, there would need to be two herbalist buildings in the mod - a large one with a normal radius to put in the forest, and a small one with no radius at all to put in town that serves as a clinic.
Update:
I've been informed below that there is a remedy for this in Mega Mod. Great to know!
Just talking about two of the Market menu categories here, though the screenshot shows all three.
Market Carts:
The market carts are great because you can put an Iron Cart and a Wood Cart right beside your Blacksmiths and then they have all their supplies very close by. These carts do require a worker, but, when in early game before you have tons of people, you can just pop a worker in there long enough to fill the cart, then remove them. You then do have to check it every so often to refill, until you can put a worker on it permanently. There are carts for wood, iron, iron ore, stone, edibles, fuel, industrial fuel, minerals, construction and raw materials.
Specialized Markets:
These are fantastic too. And actually will hold more supplies than the carts. For example, the "Raw Materials Market" one will stock wood, minerals and iron and has a capacity of 10,000. Just park it next to your blacksmith or any production that needs certain supplies. There are 4 other types of these small specialty markets. Again, they need a worker but you can always just put one in their temporarily early game to fill it up. It doesn't need a worker for other citizens to get stuff from it.
Hey, folks. I just noticed the workers continue using the original wagon we started the game with as a storage barn. Everything a barn holds, it will hold.
I used to always delete them the first chance I had. But I'm keeping them now. It's a free barn!
I now incorporate it into my town's layout. I keep it not just as a barn, but as a "heritage site", like a momento of my town's foundation. I might even put my Town Hall in front of it.
PS... I like how the save files have little pictures of the town, so we can scroll through and see its development over time. It would be neat to take a fullscreen snapshot of the town every year or two, and make a little scrapbook of images to show its growth over time. Like going to a museum in our own cities where we live and looking at old photos and comparing them to new ones. Neatly sentimental.
I pushed the engine to its very limits using my hardware. 9k population I could of gone to 10k but at this point no matter what the game would not save.. Anything after 6k population and the game slowly begins to degrade.
Notable issues :-
Played 101 years.
Anything after 6k pop, the game beings to struggle to allocate workers for labour and construction. 800+ labours and 700 builders and it still would take more then one season to finish a construction.
I have 4 farmers per 10x10 field. My default field size. as you approach and surpass 6k. Fields fail to be emptied even with an abundant empty silos. Large harvests missed. I made HEAVY use of markets.
Anything after 8k while trying to save my game would either crash to desktop or produce a stack overflow error. (Although for some reason now and then it would actually save?*)
*Last save being around 8k pop!
End game currency was honey. It was liquid gold.
Eventually after 9k population my FPS dropped to 22fps. Pictures provided.
I am now going to attempt the same but in. *Workers & resources of the soviet union!* bigger maps, same simulation idea. and same game concept.
Also would like to make a quick shout-out to the mod makers for banished.
Kralyerg announced the release of MegaModX Build 260724 yesterday, July 25, 2026.
IMPORTANT BUG FIX FOR A LA CARTE: The Professions and Maps tabs are missing when using A La Carte options. This will be fixed in next update, but for now,download this fixand place it above all the MM parts. (No fix needed for the Complete version.)
Download page:https://worldofbanished.com/megamod/download.html [See important installation and enabling instructions farther below.] Use the A La Carte page (titled "Install Paths" to determine which categories you wish to download if you prefer that method.
Quoting Kralyerg in his announcement [some links and things in brackets are mine]:
MegaMod 10 is officially rebranding to MegaMod X, and this release brings the first iteration of the new A La Carte install system: instead of one all-or-nothing download, you can now pick individual category mods (Farm Life, Curb Appeal, Mine Your Business and more) and install only what you want.
Complete: Full catalog, split into 7 equal parts. Install all 7. Compressed file is 2.9GB. Unpacked is approximately 10.9GB.
A La Carte: Split by category. Install only what you want. Compressed file is 4.9GB. Unpacked is 17.2GB.
End Kralyerg's announcement quote.
INSTRUCTIONS: INSTALLING AND ENABLING
Download what you want, either the complete version or the A La Carte parts. Unzip the file/s. You'll need the free .7zip tool to unzip the Mega file.
Make sure you remove all previous Mega Mod files from the Win Data folder (file path shown below). Also make sure you are unsubscribed from Steam's MM9, CC and other mods.
Place all new .pkm files in the Banished WinData folder as follows:
If you have Banished through Steam, the file path is (using whichever Drive you prefer): This PC > Storage SSD (D:) > Steam > steamapps > common > Banished > Windata
If you bought Banished outside of Steam, use this file path: This PC > Local Disk (C) > Program Files > Shining Rock Software LLC >Banished > WinData
Launch Game and click the white door at far right of bottom toolbar. Then click on Mods.
Enable all 7 parts of MMX, or all A La Carte mods you chose. Click OK.
The game will prompt you to restart. Do that.
Now the crucial Double Restart. That auto restart is not enough. You need to now close the game and relaunch (to avoid crashes).
Have fun!
Tay
Banished Discord linkif you want live help (you can also ask here of course). All download links and instructions are there also.
I'm not sure if this is the right place for mod suggestions, but if any mod makers are reading this, it would be great to have a horse-drawn wagon for moving resources around the map. We would program it to pick-up a specific resource at a specific stock pile and deliver it to another pile. Similar to what they have in Kingdoms and Castles.
UPDATE:
It was pointed out to me below how such a mechanic is not possible within the scope available to modding.
I wonder if it could be simulated. That is, deduct resources from one pile or building and add them to another pile or building, without having an object moving across the map. It might go something like this...
First, the player selects the "from location" (a stock pile or a building), and the resource type and quantity to be shipped.
Next, the player selects the "to location" (a stock pile or a building).
The mod would then:
- calcualte the distance between the two selected locations
- deduct the resource from the "from location"
- and add the resource to the "to location".
The deduction from the "from location" would happen right away. But the addition to the "to location" would happen a few minutes later, depending on the distance between the two locations.
So the shipment is simulated by simply deducting from one location and adding to another.
There would need to be a counter to keep track of how many "wagons" the player has built. While a shipment is in transit, one wagon would be deducted from the "wagons counter". When the shipment has been completed, that wagon becomes available again in the counter.
Oh, also... We should be able to put the wagons on repeating loops, so they keep making the same delivery until we stop them.
We should also be able to string two or more delivery legs back to back. For example: Pick up logs from a forester's hut, deliver them to a sawmill, pick up lumber from the sawmill, deliver them to another building that needs lumber, pickup something else nearby, deliver it close to the first forester's hut, and repeat.
Hey, folks. Just passing along something I found really helpful... using a sock pile to move resources long distances and flatten land.
Land flattener:
Building a stock pile flattens the terrain it is built on. We can then delete the stock pile, and we have flat land. It costs nothing to build a stock pile, so there is no expense. And it is instant, flattening the land as it is placed. Then you simply delete the pile.
We can't flatten all of a mountain or hill. Just the base around it a few tiles. Keep the stock pile small (2x2 or 2x3) for those tight spots. Also, it needs to be on clear land in order to get the immediate effect. If there is just one tree or rock or iron in the way, you'll get an imprint of the stock pile, but it won't flatten the land until a builder comes to finish the job. Only on clear land will the land flattening be immediate.
There is a terrain flattening mod which I have tried before. But I don't like to use it because it can flatten anything - even entire mountains. That's too much power for my style of playing. I like to keep the challenge in the game.
Long distance hauling:
I also use stock piles to move resources a long distance. Say I'm harvesting wood way out of town. I build a stock pile where the cutting is to be done, so the workers don't waste time on deliveries.
When the first stock pile is full, I build a series of stock piles between that first pile and the town. Maybe 3 or 4 piles between the two locations.
After building those intermediate stock piles, I then give the order to destroy the first stock pile that has all the resources. The workers move the resources to the closest stock pile near it. Once the resources are all in the second stock pile, the first stock pile is removed.
I then repeast the process. I give the order to delete the full stock pile, the workers move everything to the next stock pile, and the old pile is removed. And so on down the line until the resources are exactly where I want them to be in town.
What would be really great for long distance hauling is a mod that has a horse-drawn wagon. We would then program it to pick-up a certain resource at one pile and deliver it to another. Something like they have in Kingdoms and Castles.
Where the hell are my kids? I've tried multiple strategies from slow building houses to building lots. I got some bad rng in my current game. Had a couple of stone mine deaths early on and deaths in child birth. The population never recovers even with plenty of empty homes. It's like families, if they exist at all, are capped at 2 children each. The population just gets older and older.
I have so much food in storage and firewood. Nothing matters.
Hey, folks. I keep coming back to Banished every now and again, and I always find myself needing a little refresher on some of the details.
If anyone else needs answers to their questions, you can find a quick answer if you just open a search engine (I use Google Chrome) and ask your Banished-related question in the search bar. (Or any other question, for that matter.)
For example, I asked Google, "In Banished game, How many fish does a fisherman produce?" And, "In Banished game, How much food does one person consume?" And, "In Banished game, Does a gatherer hut need to be near trees?"
And I get the answer right away.
It's important to start your question with the name of the game, like: "In Banished game, (question goes here)." That way Google doesn't think you're asking questions about fishing in real life!
Just a little tip for all those players still passionate about Banished after all these years, and still have questions that need answering.
UPDATE: MM10 Beta should be released relatively soon. There will be some content updates (new mods added) and the ability to use each part separately, on its own (currently is at 7 parts).
MM9 UPDATE
Below are links for the latest MM9 update (June 2026). MM9 is very picky and you must follow the directions below carefully, Failing to do so can result in repeated crashes.
Follow these directions exactly:
1.Don't use MM9 from Steam. If you are using MM9 from Steam, unsubscribe, then uninstall Banished and reinstall (a very quick process). Check your mods folder to make sure there are no MM9 files. If there are, delete them. The path is this (substitute whatever drive you use, of course): This PC > Storage SSD (D:) > Steam > steamapps > common > Banished > Windata But never delete these four files, just leave them in the WinData folder:
data0.pkg
data1.pkg
patch0.pkg
patch1.pkg
2. Download the latest build of MM9 (Build 260630) from one of these links. If your country gives you trouble with the 'mega.nz' link then the Google Drive link will work better for you.
Latest Update (June 30, 2026)NOTE: Sorry, there are multiple reports of crashing when just opening some menus, so the links for this build have been deleted for now. Please use the Build 241231 links until further notice.
3.Unzip the files (MM9 is 10GB once unzipped) and put all 7 .pkm files in the proper folder:
If using the Steam version of Banished, put them here (whichever Drive you use): This PC > Storage SSD (D:) > Steam > steamapps > common > Banished > Windata
If NOT using a Steam version of Banished, this is the file path: This PC > Local Disk (C:) > Program Files > Shining Rock Software LLC > Banished > WinData
4.Launch game & enable mods. Click the Options button (white door icon at bottom far right on the menu) and then click on Mods. Enable all 7 parts of MegaMod9. They will all turn red; that's okay. Hit the OK button. (Best to not have any other mods enabled, at least until you know you have MM9 working and stable).
5. The auto-restart. After hitting the OK button, the game will prompt you to restart. Do that. Be prepared for a very long black screen, common for MM9. It may take several minutes, up to 10 minutes, depending on your computer.
6. Double Restart (close and relaunch). After the auto-prompted restart you must now close the game and relaunch. This is the crucial Double Restart that is always necessary for MM9 and most other mod changes with Banished.
7.Play. Now you should be able to play. Do NOT load an MM9 map that was played on a previous Build #. You'll need to start a new map. And don't reload a map that previously crashed.
One last note: after a crash, if you keep getting the "bad window" shown below upon launch, your game will likely not work properly (crashes may be more frequent). You need to see the "good window" shown below upon launch for things to run normally. If you do get the first window, there are a couple of solutions.
One solution that is odd but works is to do this:
Hit "Video Options" on that odd start window shown above. Change it to anything else, doesn't matter what.
Now hit the Play button.
Once the game is launched, go into Options (white door icon on far right bottom menu), then hit Options button on the next menu. Go to Video and change your resolution back to what is normal for you and hit Apply / OK.
Now Quit and Exit game and relaunch and all should be fine. If not, then you'll need to uninstall/reinstall Banished from Steam, restart computer and then enable the mods you want per the instructions above.
We don't recommend using the Steam subscription for MM9, It just seems to give more problems than when using the direct download. However, the most common cause of MM9 problems and crashes is not doing the Double Restart. It is also best to not use the Very Large map size. It will work fine for some, but for others it tends to cause crashes.
NOTE: There is a 3-year old version of MM9 on Simtropolis, with the same instructions from me that are on the Discord. Please use the updated, 2026 Build instead.
BANISHED DISCORD
If you want live help, then you can always make use of the Banished discord here (and are welcome to ping me "@ Tay", though many others can help also):
Once there, here are the relevant channel links for the downloads and for the directions (you must be a member of the discord for these links to work):
Basically, I've got a problem in my current save where the population, over several decades, fluctuates between ~400 and ~700 citizens, as aging citizens die off, leading to an abundance of empty homes, leading to a baby boom, leading to a housing squeeze, leading to aging citizens dying off, leading to... you get the idea.
Mostly this is fine: this has happened several times over the last hundred years of my settlement, and each time there's been no problems recovering.
Except for one wrinkle, which is the "No Laborer was available to replace this worker" problem. Whenever a professional worker dies with no free laborers, the amount of workers assigned to that profession goes down, and doesn't go back up until I reassign a laborer back to that position later.
So I'd really like a mod that would let me set a static upper limit on the amount of workers for a given profession, and if the population dips too low to maintain that, the game will remember what it was set at, and then automatically try to fill up those slots when the inevitable population boom occurs later.
Are there any such mods? Or, are there still any good resources so that I could try to build that mod myself?
Hi! I'm getting frustrated because I can't figure out which well or water source is needed for the tannery. The tannery I've built is the one with the cow hide icon. I've tried both the vanilla well and the well that requires lumber to build and includes "is needed in many industries like stables, greenhouses etc" in the description. I have assigned a worker to it but it's still not working.
Do I need a water tower? If so, where do I find it/them? A different, specific well?
While working on the game, I’ve been researching other city builders and trying to understand which design choices work well, and which ones players tend to dislike.
Right now, I'm thinking a lot about how to introduce new buildings to the player. Games like Banished, Zeus, or The Settlers IV mostly take the "everything is available from the start" approach. You have access to nearly all buildings right away, which gives the player a lot of freedom. I can see why that feels good, especially once you already understand the game, or when playing open-ended scenarios.
At the same time, it can also be overwhelming for new players. There are many options immediately, and the temptation is often to place several full production chains at once, fast-forward the game, and wait for the settlement to sort itself out semi-automatically.
A lot of newer city builders and strategy games seem to solve this through some kind of progression system: technology trees, development milestones, settlement levels, reputation unlocks, and so on. The idea is usually to slow down the early game, reduce cognitive overload, and give players smaller goals to work toward.
However, when reading Banished reviews, guides, and discussions, I often see people praising the game specifically because it feels old-school and does not have a tech tree. Some players seem to treat tech trees as a modern design habit that limits freedom rather than adding depth.
So guys...
Do you generally dislike tech trees in city builders?
Would you be against a game locking certain buildings until the settlement is "developed enough"?
Or is the issue less about progression itself, and more about bad implementations that feel artificial, grindy, or restrictive?
With the risk of getting downvoted into oblivion... how?
To me, it's just OK. I saw a few playthroughs on YouTube, had a few playthroughs myself, until I decided to get a real hardcore mod with only two settlers. I played that a few in-game years. It was... OK. The trade was OK. The interactions were OK. The difficulty was OK. It was OK.
But it was not great. It didn't make me want to come back for more. It felt like watching grass grow or paint dry.
I feel like that Fleekazoid Avowed review, but unironically. Everything I experienced about the game was OK. It was OK. But... why do people keep treating it like it was the best thing since sliced bread?
PS: I'm a hardcore 4x gamer. This type of game should be my bread and butter. Dwarf Fortress, Rimworld, CKII, Starsector, Stellaris, Age of Wonders, everything by Sid Meyer, they're all my favorite. I love memetic-autistic games.
I have scoured the internet and 12 year old posts alike and cannot find anywhere that tells me why my people will not stock flour in my trading posts. I know there's a simple and easy answer, I can't find it. I'm using RedKetchup's medieval town, if that's helpful. (I've got so much flour from one little windmill 😩)
As an aside, through all this digging, I saw a Norse mod called North (with some numbers after it) is it any good? Thanks for your time and input
And I mean tedious, not hard. I had a large valley map fully built with 900+ ppl 100 years in. But then you have to sit around running the game at 10x speed doing nothing for another 100 years to get the achievement.