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Tips and Help / Re: Turn few changes into .pkm mod file
« Last post by Yandersen on Today at 11:13:22 AM »
Hey guys!
Kid made an awesome model for the stockpile roof so I dare to upload the mod and call it complete! Here is it:
Improved Forester Lodge

But if anyone would decide they can do it better, I can hook you up with the code so you can publish your version. Or... if everyone would agree that one is better than another, we can team up like we just did with Kid to replace the model in next update of THIS mod to avoid duplications. I say it because even though I do like the art the Kid did and greatly appreciate it, there is still something I wish to be different in the model, but do not feel I can let myself to burden Kid with more requests on this one any further - he did more than enough, thanks again, Kid! So that little doubt I have is about the model details. I wished the structure looking like it was constructed from the forest materials like unfinished tree trunks, branches, some pine needles and leaves on the roof, you know. Just because due to technical game limitations the build requirement must not include any material for construction - only work. Therefore visually the model should look like it was build from the stuff obtained by the builders directly from the woods. Makes sense? So this is my only concern with Kid's model.

In the publishing release I actually decided to let the Fuel (Firewood) into the storage, so it is totally identical to the stockpile of the same size functionally.
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Tips and Help / Re: Texture Problem
« Last post by Maldrick on Today at 11:04:12 AM »
Also, a couple of other questions going forward...

Was thinking after I fix the AO mapping I would try to do some F variants...After I rework the textures on this one. Lol.  Is there a comprehensive discussion anywhere as to how to do that?  There's a discussion that relates to points that was helpful, but I'm still not even up to that point.  Not really sure how to approach it.  I'm certain I've seen it discussed but can't remember where.

Also, I would like to get better acquainted with the modkit and what all needs to be done for what.  Discrepancy's tutorial is excellent for getting started...with blender especially...I was completely lost when I started and by the next day was actually comfortable with it...but there's not a lot of explanation about the modkit in a general sense.  It gets you to do whats needed for this project but I don't really feel like I know anything I would need to do anything else.  How do people learn this?  Working with the examples in the kit?  The banishedinfo tutorial?

Ideally I'd like to learn as much on my own, if possible.
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Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES: OSSER #7
« Last post by brads3 on Today at 05:31:48 AM »
YEAR 17-18

     i have to consider starting a mormon community.there are several girls 15 and 16,but our oldest male is 10.seems we have a case of Nillness.they remember being told that many male births is a sign of a coming war,so hopefully females is a sign of prosperity. they are quite content and enjoyng the peacefulness.
       one stayed to help raise her sister after her mother died.1 became a farmer.the rest are 2+years from graduating.so it isn't an issue yet.
        with the extra time the laborers can clear up around the village and some brush along the forest road.with the pine storages, there is plenty of space for materials.they work fast enough to begin work on the huge rockpile to the south.

       i never said these mountain-indian bannies were religeous.it seems 1 boy has made some rounds as the girl who stayed home to help her father had a baby.in some cultures there would be rumors and gossiping.here,noone questioned how,when,or who got her pregnant.the townsfolk were sad when she lost her mother and happy when she gave birth.tis the way life is in the mountains.
     as such the laborers headed out in spring of year 18 to build a new home for the next 16yr old girl.without warning,a 14 yr old decides to quit school early and move into the new house.the men shake their heads and begin work on another hut.as they did they tried to figure out what her plans were and what work she wanted to do.must have been a squabble cause she kicked the older girl off her field and took over being a farmer.

      these villages do tend to write their own stories and have their own craziness to them.right as work began on the 2nd hut,7 nomads arrived.2 families with 1 small male child of 5.2 houses,a hunter for the forest,and a trading since the barley has done well,we will add a greenhouse for it at the village.it will be a busy year.
      it is also a very sad year. Ferny died soon afer Nickie,now 47, gave birth to a son. a tree fell on him while he was clearing for the fodder meadow.luckily he had taught others about horses and growing the grain and grass.Nickie took over working the fodder alone to contiue Ferny's dream for her son.
      by mid-autumn,work began on the old town trading post.the nomads took over all 3 houses,a cabin,tent,and native hut.
Doshiko will have stay with her parents another winter. we doubled our firewood to 400,and sent our leather tailor back to producing coats.hopefully the pine hunter will bring in enough leather for new huts.the barley field to the south still had no cover. it produced over 300 before the fall frost.the bannies work all winter to get the trading post built.

pic 1:barley greenhouse,more indian huts
pic 2: hunter and cabin,
pic 3: old town trading post
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Village Blogs / Re: Nilla-testing the North6
« Last post by Abandoned on Today at 05:13:14 AM »
I was up very early this morning and finally found time to catch up a bit on blog reading.  As always @Nilla a lot of good information.  Some nice storytelling there too.  :)

As you mentioned, I do always play with the 1:1 aging mod (proper time in the North) and accept nomads in the early years.  After building the nomad attractor I watch for first arrivals.  If arrival time is delayed I build one or more bridges to make sure they reach town from the edge of the map.  Most often a short bridge across a stream is all that is needed on a small map.

Two important factors I consider with 1:1 aging and nomads are 1st - I build a small school as soon as possible to help maintain % of educated workers and 2nd - is to build some type of hospital to have ready to open should disease strike. I choose a location that is easily reached for a quick cure.

I will as always look forward to my next trip North.  :)
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on January 22, 2018, 10:53:09 PM »
i fixed it already from double 64 to back to 32 tiles
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by Hawk on January 22, 2018, 09:55:39 PM »
Well, other than the deal with the Florist and what could be the working radius being to large, I haven't found any other issues.

I do really like the greenhouses.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on January 22, 2018, 09:52:55 PM »
Sorry for wasting your time on this.  :-[

No,no ! no, no it is good !!
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by Hawk on January 22, 2018, 09:49:01 PM »

I guess I'm supplying them with a good diet.  :-\

yes this is the only reason you have full health: you have the 4 diet elements : grain, fruit, vegts and meat.
with this you dont need the herbs.

Ah! That would explain it. I guess I'll send all the herbs to the trading post.  ;D

Sorry for wasting your time on this.  :-[
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Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by grammycat on January 22, 2018, 09:47:50 PM »
Thank you for the explanation.  I'll keep an eye on that to see how it changes.  I am so enjoying this mod.
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