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Village Images / Re: Random images from Castle Rock maps
« Last post by Gatherer on Today at 10:00:08 AM »
Year 13


New fields are awaiting activation after I delete the old ones in starter village. I have no clear vision yet as to how this area west of the school should look like in terms of housing. I may need to use flatten terrain tool here as well.
http://shrani.si/f/1K/1V/NLGi6r0/castle-rock-xiv-year-13-.jpg


Clearing the land for the southern village.
http://shrani.si/f/1G/Hl/2omYqYdp/castle-rock-xiv-year-13-.jpg
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Mod Discussions 107 / Re: Kid - Old Town Ports & Pirates
« Last post by galensgranny on Today at 09:47:30 AM »
Sit tight @galensgranny !
I am about to make a Granny Neighborhood:)
Friendly Neighborhood with Granny Park textures
original park - with green roof - vanilla thatch - vanilla stone.

Thank @Abandoned for making the suggestion!
I know what's best for me! I don't want to fight both of you.  ;D

Wow!!  OMG!  I can hardly wait!  ;D
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Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by RedKetchup on Today at 09:39:04 AM »
good morning. can it be faked so the game thinks it is loading a medium setting and will then load any other start mods with it?

no you cant. but you can give a personal list of items to spawn on the ground when it generates the map and fills it. like for this example, i made a copy of the file NaturalResourceTree.rsc and i renamed it NaturalResourceLessTree.rsc. and inside that lessTree, i lowered the numbers of chance to spawn on the map. when i ll be back at it, i ll up the numbers. i think 50% of old number is still alot, maybe at the end you will tell me 30% ^^

drop high temperatures of all seasons by 10-20%.

that you cannot. it is set in the climate file (harsh, mild, fair.....), not in the start condition file.

         curious question,how much of the pine mod do you plan to add in to the RK?

i already took what i planned. like 50% of his wild trees to modify/add to the vanilla forest. to make vanilla forest more natural than the old 3 trees (spruce/oak/birch)

the fruit trees idea can be tricky a bit. like you said, remove an apple tree gives logs of course. what you would want to try is spawning an apple tree which will spawn buckets of apple to grab over time. when it is just an apple tree.... thats simple, bah complicated but simple.
if you want to also have a pear tree to spawn that spawns pear buckets, and also spawn a plum tree that will spawn plum buckets... and a peach tree with peach buckets... and a chestnut, and a pecan and a cherry and a walnut...... there it is starting to be alot more complicated.
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Village Blogs / Re: Abandoned - Riverboat Junction - Story 34
« Last post by Abandoned on Today at 09:33:20 AM »
 :) Nothing new, just moving story 34 above story 33
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Village Blogs / Re: Abandoned - Pirate's Cove - Story 33
« Last post by Abandoned on Today at 09:30:29 AM »
Thank you so much @banfan11, I am glad you enjoyed the stories and know you will enjoy the mod as much as we enjoyed making it.  :)
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Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 2:Lehighwood
« Last post by brads3 on Today at 09:18:15 AM »
YEAR 26-27

         while we work on building the RK forest, we clear 2 more fields for newly acquired root seed.2 workers will cut trees in the new forest.soon a hunter and gatherer will have their house built.

            a family arrives.since it is only the 4 of them,they will stay.they head south to clear  blueberry orchards and build a barn to store them and the roots.

pic 1: RK forest, north of the pine and river
pic 2: root fields
pic 3 blueberry orchards
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Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by brads3 on Today at 09:14:37 AM »
good morning. can it be faked so the game thinks it is loading a medium setting and will then load any other start mods with it?not sure how the game reads the difference, but some mods will load others not when we change the start. your pics show too few ofv trees. can they be set to 50% of normal?  drop flower outputs to 25%. drop high temperatures of all seasons by 10-20%. 1 crop seed, 1 livestock type but only 5 animals.

    it would be better if the trees didn't die off or at least die much later like not til they are 50 years old.the age mods slow the bannies to a year year speed but the trees still die faster like the vanilla speed.


         curious question,how much of the pine mod do you plan to add in to the RK? when the pine mod was developed some of us talked about adding the apple or other fruit trees to the maps. a scattering of a low % of trees ,like 1% or less. 1 issue NECORA mentioned was the problem of trees spawning logs when removed not apples. creating an apple tree like a blueberry shrub would give the fruit but then not logs. the trees would have to be kept at a low amount so it didnt end up being a cheat.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 08:38:13 AM »
Found the mistake and uploaded version 17002 of the Trapper Statue Mod.
I also uploaded newer version of the EB Church and EB Chapel. The radius will now show and I upped the radius of the church to 80 and added 100 bannies to attend the church so will be 500.

I uploaded version 17021 of the EB Village Mod.
I found the extra click as it is under the themed sets button annoying so the Village Set and all related Village Mods are now directly on a button on the EB Toolbar.
Make sure the EB Village Mod is always above all my other Mods beside overrides/terrain mods so the toolbars and buttons will show properly.

This also insures copper and Iron Ore will be loaded properly.
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Village Blogs / Re: Abandoned - Pirate's Cove - Story 33
« Last post by banfan11 on Today at 08:22:33 AM »
Awesome. Loved the story and the mods. Well done, both of you.
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Mod Discussions 107 / Re: Kid - Old Town Ports & Pirates
« Last post by zak4862 on Today at 07:41:52 AM »
That, dear sir is a gorgeous set of new buildings. Thank you.  :)
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