Recent Posts

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Suggestions and Mod Ideas / Re: Discrepancy work in progress
« Last post by Hawk on Today at 04:43:08 AM »
It's good to see you back in the fray @Discrepancy
Looking forward to your updates.  :)
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Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by RedKetchup on Today at 04:38:04 AM »
i just played like 4-5 hrs of RKEC.... i love it so much ! and i love those ground textures :)

i made a list of 4-5 more things to do ^^
- add to grass respawn
- lower grocery store (and the 3 other) number of building units. 90 too high, must lower to 75.
- add also +5 range to its radius.
- lower the offsets of the flower position.
- add "wind" animations to the new wild cotton/flax/oats.
- turn around the builders when they are building a pasture, they turn their back.


i think we will have a release soon :)
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Mod Discussions 107 / Re: MD - Old Courthouse
« Last post by kid1293 on Today at 04:23:40 AM »
Wow. You're off to a good start! :) :)

I must pass the ball and say - Now we need a village!  ;D

Congrats!
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Mod Discussions 107 / Re: MD - Old Courthouse
« Last post by Maldrick on Today at 03:58:26 AM »
Thank you, @Discrepancy .

I couldn't resist giving a nod to KCD.  Such a great game.  The death message has to do with the bailiff being pummelled while enforcing tavern hours. :P Considered including Father Godwin in there somewhere.
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Mod Discussions 107 / Re: MD - Old Courthouse
« Last post by Discrepancy on Today at 12:50:59 AM »
Well done :) does not look out of place at all with the other vanilla buildings, but at the same time offers something new!

I love the introduction of a Bailiff profession and the Henry reference ;)
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Mod Discussions 107 / Re: MD - Old Courthouse
« Last post by Maldrick on Today at 12:48:19 AM »
Thank you, guys.  I wanted to force myself to work within certain constraints, and I missed the "golden age" of early modding when a lot of vanilla-like buildings were being done, so it seemed like a good way to go for a second effort.  Loved kid's Old Town mod when I got back to the game a couple of months ago and that got me thinking about doing something like this.  Learned a lot in the process.

@1 Thank you, I hope you enjoy it.

@RedKetchup Your roof texture is absolutely perfect.  Many thanks, again, for sharing it.  And your other help, as well, of course.
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Tips and Help / Re: Attendance UI
« Last post by Tom Sawyer on Today at 12:44:48 AM »
Ahh, this guy. I know him only from a let's play but it was a Heinrich there.^^ Congratulations to your new mod!
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Suggestions and Mod Ideas / Re: Discrepancy work in progress
« Last post by Discrepancy on Today at 12:43:18 AM »
DS update:

As you are aware I have been inactive until recently on the forums along with modding banished, RL is far too demanding in things that should be of no importance in RL.

That said, I have found some time this last month to slowly come back into modding banished.
When I had to stop earlier in the year I was starting to put together a combined DS mod with all of my mods together. This was turning into a headache as I tried to get them to work cohesively in my 'vision'. I kept getting stuck... and struck down by my lack of organisation in how I wanted my resources to fit within the limits.... and also my unorganised file and folder structures of all the different mods. My newly found thirst for altering and adjusting the UI boxes meant I was doing this at a snails pace. So yes... the combined mod is on hold again.

I've kicked my OCD into overdrive and am in the process of making a template for all my mods to use and follow...

My limits will be much like I posted earlier in the year:


Log
Stone
Iron
Metals, Alloys & Forged goods
Household Fuels
Ores & Minerals
Metallurgical Fuels
Raw Materials
Building Materials
Tools
Clothing
Herbs & Medicine
Textiles & Fabrics
Crafted Goods & Utensils
Glass & Glassware
Food
Alcohol & Luxuries
Gold & Gems
Silver
Coins
Packed Goods
     Log
Stone
Iron
Custom1
Fuel
Coal
Custom3
Custom4
Custom5
Tools
Clothing
Herbs
Textile
Custom0
Custom2
Food
Alcohol
Custom6
Custom7
Custom8
Custom9
       Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Stockpile
Barn
Barn
Barn
Barn
Barn
Barn
Barn
Brewery/Specialised storage
Specialised storage
Specialised storage
Specialised storage
Specialised storage


I'm isolating all of my RawMaterial files, allowing me to simply drop them into a mod folder without having to alter any code... as soon as I link the template file it will call up all the associated files without me having to worry about string texts/icons/models/textures etc.

This, along with a more structured mod folder template will hopefully allow me to not get lost so easily with updating a big mod. As I go along, this will mean most of the mods are getting rebuilt in some form... as soon as I alter the mod folder structure it is going to make them incompatible with earlier versions.

So first off will be the final release of DS Thompson Trade Merchants. I haven't been hearing of any issues yet, so a few minor edits and changes to things I know of and the full v2 release will be out by end of this week.

I haven't been working on anything else in particular, just working on a few 3d models: a church and a windmill, but I don't think i'm going to release either anytime soon.. more just as a break from code work, both still require a lot more work on the models and textures:
https://i.imgur.com/FlLay9t.jpg

keen observers and players of KC:D might recognise the similarities with this church and the Uzhitz church  ;)

The next project is likely a few updates to some of my larger production based mods to alter limits and resource values and quantities produced. I also want to release a version of the Industry Mining in the North mod with these changes in limits for the update to the normal Blast Furnace mod.
Mead has been missing from the Ale House for too long, so i'm hoping to also get back into the Mead Brewing mod... might be a belated Christmas gift.
Also renewed interest in the Fishmonger mod has also sparked a bit of creativity so who knows?
:)

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Mod Discussions 107 / Re: THE NORTH 6
« Last post by 1 on Today at 12:26:12 AM »
Its look so much outhouse toilet that i have even used it for decorations toilet.   :D ;D ;D
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Mod Discussions 107 / Re: MD - Old Courthouse
« Last post by 1 on Today at 12:19:16 AM »
It look so vanilla, like  RedKetchup wrote.  :) Good.  I downloaded it.
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