Recent Posts

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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 11:47:26 AM »
Updated the Unified Mod to version 17022 and the Mod contains now everything I created so far and still support :)

Uploaded also the 6 Village Modular mods Prod Food, Prod Resources, Services, Storage, 3x4 Houses, and 4x4 Houses. It is just a toolbar change as I moved the Village Set from the Themed Sets Button to save a click. Save compatible.

If playing with the Village Modular set(s) instead of the EB Village make sure at least one of the six is above all my other Mods so the toolbar functions correctly.

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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by tuggistar on Today at 10:49:18 AM »
Thank you. :)
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 10:47:39 AM »
This week I will update the unified Mod to include the last two new Mods.
It has everything I still support beside the Porta Exilium and the Trapper Statue.

They can be loaded with Unified but probably a button will maybe be doubled but it should not crash.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by tuggistar on Today at 10:43:50 AM »
And when then there will be an update of the EB Unified Mod. That there were the latest updates. New statue looks cool.
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Suggestions and Mod Ideas / Re: Red's new Work In Progress (2) thread
« Last post by brads3 on Today at 10:43:17 AM »
thank you RED.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by embx61 on Today at 10:40:52 AM »
No, The EB Village Mod is included in the Unified Mod.

The toolbar of the Village set is a bit different in the Unified Mod.

All my Mods are included in the Unified beside my last two newest Mods (Porta Exilium and the Trapper Statue) so no other mods are needed beside terrain and/or override mods.
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Suggestions and Mod Ideas / Re: EMBX61's New Work in Progress Thread
« Last post by tuggistar on Today at 10:38:56 AM »
It is safe to put the EB Village mod over the EB Unified Mod.
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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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