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21
Mod Discussions 107 / Re: Mod Discussions 1.0.7
« Last post by alexanderdr24 on January 15, 2019, 08:38:52 AM »
Hi all,

Banished has overtaken Pharaoh/Cleopatra as my "go-to" building game. As I get mods from outside the Steam Workshop my question is how to use them? Where in my local Banished directory do they need to be placed? Should .zip files be unzipped BEFORE moving them to the local directory (then moving the files) or can I put the .zip files into the directory and then unzip them? How do I position/use .pkm files?

Any other information I need to know to use these? Thanks for any and all help!
22
Tips and Help / Re: Different trees at start
« Last post by RedKetchup on January 15, 2019, 08:02:11 AM »
it is 1 mod, 1 theme mostly.
we need to see how CC is made up and how it deals with this.
23
General Discussion / Re: Welcome New Members!
« Last post by The Big Chihuahua on January 15, 2019, 07:35:25 AM »
Thank you to all those who have been signing in to post and make their presence known, some with thanks and praise for the game, the mods, and the members!  I'm glad you are here too!
24
Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 2:Roxbow
« Last post by brads3 on January 15, 2019, 07:21:36 AM »
YEAR 48

          we take in 50 carbon steel tools. slowly we overcome the tool shortage for now at least.we worked to increase lumber and firewood.a smal chopper starts working out in the forest.the thatch has long since been weeded out.it will not grow with the trees shading the ground.
        the builders have housing caught up.three more RK greenhouses have been completed. they finally have enough materials to buyild a creamery to make cheese.

       we produce over 60,000 food for a net+4000 for the year.the pig farmers worked together to get 800 pork and 270 fertilizer.

pic 1:more RK greenhouses
pic 2 RK creamery
25
Tips and Help / Re: Different trees at start
« Last post by kid1293 on January 15, 2019, 06:22:49 AM »
Same with pasture/cemetery decal. It is global or it won't show up on vanilla.  :(
26
Tips and Help / Re: Different trees at start
« Last post by RedKetchup on January 15, 2019, 06:12:12 AM »
i wish you can find something good to know when you will try to look at this.
because it is really sad, just .... sad.
27
Tips and Help / Re: Different trees at start
« Last post by kid1293 on January 15, 2019, 06:06:52 AM »
Thanks RK!
28
Tips and Help / Re: Different trees at start
« Last post by RedKetchup on January 15, 2019, 06:03:39 AM »
no way you can do. i wish there is some kind a path we can take to determine which set of trees we put in this NaturalResourcesTree.rsc by choice depending the map or starting condition.

i know you can change the list of WeakComponentDescription _naturalResources but it is not even at the good place. the best place would have been in the terrain map, not in starting conditions.

StartConditions.rsc has a list like that.
   WeakComponentDescription _naturalResources
   [
      "Template/NaturalResourceRock.rsc",
      "Template/NaturalResourceOre.rsc",
      "Template/NaturalResourceGrass.rsc",      
      "Template/NaturalResourceTree.rsc",
      "Template/NaturalResourceTreeRK2.rsc",
      "Template/NaturalResourceCopperOre.rsc",
      "Template/NaturalResourceSilverOre.rsc",
      "Template/NaturalResourceGoldOre.rsc",
   ]

but you can see the file has also an ExternalList resource at begining.
{
   External _resources
   [
      "Game/StartCondition/RKJackJill.rsc",
      "Game/StartCondition/RKAdamEve.rsc",

inside those starting condition, you can put the same or slightly different list of resource on the ground. you can specify a different list with different tree. it will preset the general StartConditions.rsc depending which start you will choose.

but doesnt fix your forester as you said. this is why i am stuck with a Forester Lodge 2 (for my 2nd set)

Put different set of trees in different mod is more easy than wishing to make a mod with multiple set of trees, of environement.
game not designed for this.

Luke has clearly really underestimated modders and their creativity.
29
Tips and Help / Different trees at start
« Last post by kid1293 on January 15, 2019, 05:47:30 AM »
How can I different sets of trees on different start conditions?
All in the same mod.

My problem is that I have to use NaturalResourceTree.rsc to make the change.
If I choose to name it anything else it won't work with vanilla forester and remove buttons.
30
Suggestions and Mod Ideas / Re: Soft drink factory
« Last post by RedKetchup on January 15, 2019, 05:46:42 AM »
yeah trying this on linux.... i understand that you feel so stupid.

once upon a time, 20 years ago, i tried to format and put linux..... i also felt so stupid when i saw it doesnt even reconized a .exe
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