Author Topic: Colonial Houses 1.53  (Read 28622 times)

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Online kid1293

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Colonial Houses 1.53
« on: July 04, 2016, 12:36:31 AM »
Colonial Houses V1.53

http://worldofbanished.com/index.php?action=downloads;sa=view;down=112

Version 1.0 - with Small and Large Colonial Houses and a Tavern.

Update 1.1 - with Meeting House, Welcoming Statue and Lodging House
All Buildings under one button (a bell) on main menu.
Save-game compatible.

Update 1.2 - with Hardware Store, Mill, Bakery, Sugar Beets (from CC),
Sugar Refinery and Jam Shop
Some resources from NMT/CC. No conflict even if it flags red.

Update 1.21 - Adjusted Tavern to proper location

Update 1.22 - Added tanypredator's New Flora resources for Wild Oats and Rose Hips.

Update 1.3 - With Tailor, School, Church and Chapel.
Added flax and linen clothes from tanypredator's New Flora.
Added Hardened Tool. A better tool :)
Removed Stone tool. Get rid of old stone tools prior to update!!!

Update 1.4 - Changed footprints to be less like a flowerbed. :)
Some minor adjustments, nothing game-breaking.

Update 1.5 - No more New Flora resources to keep conflicts at minimum.
Added General Trader (market) and Hospital

Update 1.51 - CC oats are back. Flour from oats. Sugar Cookies from flour and sugar.

Update 1.52 - Added Large Barn and add-on Stable. Plus a fenceless Pasture.

Update 1.53 - Fixed the size of large houses. Added trader.

See you at 'The Pilgrims Rest'!
« Last Edit: November 11, 2016, 12:25:13 AM by kid1293 »

Online RedKetchup

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Re: Colonial Houses V1
« Reply #1 on: July 04, 2016, 05:31:54 AM »
wow awesome. your have such great design talent !!!
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Offline tanypredator

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Re: Colonial Houses V1
« Reply #2 on: July 04, 2016, 09:58:22 AM »
@kid1293, may I ask you to make some new small boarding house, fitting your row houses or this mod? Your houses look really great!

Online kid1293

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Re: Colonial Houses V1
« Reply #3 on: July 04, 2016, 11:10:32 AM »
Was wondering if you were on vacation. :)

Yes! A boardinghouse is on the to-do list now for these houses.
I don't want to upgrade rowhouses. It's big enough.

I also want to make a colonial meeting-house. Something they
used as both town hall and church until a proper church was built.
I think I want a town hall with 'spiritual happiness' added.
I like glad people. :)

When I feel for it (when I get up to speed again) I want to make
tailor, smith, school and a bakery. The bakery should be like
Kmann's http://banishedinfo.com/mods/view/867-Bakery
and use only whole grain. No messing with vanilla game (or CC or NMT).
I could make some special bread from colonial period and avoid conflicts.
We will see.

Offline Gatherer

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Re: Colonial Houses V1
« Reply #4 on: July 04, 2016, 12:27:48 PM »
How about herb bread (flour and herbs)?
Fiat panis

Offline DesoPL

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Re: Colonial Houses V1
« Reply #5 on: July 04, 2016, 01:40:59 PM »
Another great set.

Also don't get me wrong but. Might be possible to add an porcelain to produce in this mod or something?

Online kid1293

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Re: Colonial Houses V1
« Reply #6 on: July 04, 2016, 03:04:04 PM »
@Gatherer - Herb bread sounds nice.

I'm not going to make a mill or anything, just suppose
that the baker grinds the flour himself.

...and Brown Bread from corn and wheat.

@DesoPL - no,no,no porcelain will have to wait until the dutch mod.  ;D

You say 'or something' - does that mean 'anything' ?
I will see if there is anything to make it special.
It's mostly farming community we're talking about and a new crop is
possible but sharing some of CC's production chains is not an option.

I'm not into making complex solutions to imaginary problems.
I just like the flow of the game itself. Simple solutions. Variation.
Root beer because we have roots. Herb bread because we have herbs.

Online RedKetchup

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Re: Colonial Houses V1
« Reply #7 on: July 04, 2016, 03:13:52 PM »
hahaha root beer ! nice !  ;D

in front of the building, you need to put a big bear with a t-shirt written  A & W  :)
« Last Edit: July 04, 2016, 03:17:06 PM by RedKetchup »
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Online kid1293

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Re: Colonial Houses V1
« Reply #8 on: July 04, 2016, 09:55:23 PM »
Well there won't be any bear  ;D

Maybe they had some advertisement back in 1776
but I think at least the t-shirt is later.

Speaking of this - do you people like more decorations around houses?
I don't like static props that are there all the time.
I case of a tavern it's nice to have some barrels, but else?

Offline Turis

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Re: Colonial Houses V1
« Reply #9 on: July 05, 2016, 12:54:42 AM »
I found the large houses to be too large. Anyone else?

Online kid1293

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Re: Colonial Houses V1
« Reply #10 on: July 05, 2016, 01:31:31 AM »
Yes, The Pilgrim pointed that out but thought it could work out.
Is it only the height?
Or is it the whole building?

Offline Turis

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Re: Colonial Houses V1
« Reply #11 on: July 05, 2016, 02:39:26 AM »
I would say the whole building. It makes the smaller houses look like doghouses.

Online kid1293

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Re: Colonial Houses V1
« Reply #12 on: July 05, 2016, 02:48:23 AM »
Before I do anything - just the large houses?

ah! he logged out
« Last Edit: July 05, 2016, 03:14:44 AM by kid1293 »

Offline Turis

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Re: Colonial Houses V1
« Reply #13 on: July 05, 2016, 03:27:28 AM »
Yes

Online kid1293

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Re: Colonial Houses V1
« Reply #14 on: July 05, 2016, 03:48:23 AM »
OK! As a test here is mod with large houses 90%
edit: link deleted

I don't want to make them much smaller (maybe in height if I need to)
but another 5% is possible

Edit:
 - OK. Here's my suggestion.
Large house 85%
the rest 95%

edit: link deleted

You test that and I hope it is better balanced...
« Last Edit: July 09, 2016, 04:59:50 AM by kid1293 »