Author Topic: Colonial Houses 1.53  (Read 28626 times)

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Offline Turis

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Re: Colonial Houses V1
« Reply #15 on: July 05, 2016, 07:15:47 AM »
I tested them both and they're fine now, a lot better.

Offline Gatherer

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Re: Colonial Houses V1
« Reply #16 on: July 05, 2016, 07:45:29 AM »
Is it possible to add blueberry jam (from berries)?
Fiat panis

Offline kid1293

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Re: Colonial Houses V1
« Reply #17 on: July 05, 2016, 07:51:24 AM »
@Turis
So I stay with the second version. 85-95

Let's have the mod here in the forum. It's like a beta-version now.
I am modelling more buildings and it's just a mess updating
every day in download.

@Gatherer - I like jam, just not enough to start sugar production. Sorry
(herb bread and jam- are you hungry?)

a small preview of a meetinghouse

Offline kid1293

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Re: Colonial Houses V1
« Reply #18 on: July 05, 2016, 08:23:16 AM »
@Gatherer - been thinking  :o
I planned to grow sugarbeets sometime in the future, why not now?
A plant, a sugar refinery, lots and lots of fruit and berries. Hmmm.
It may happen.  ;D

Offline RedKetchup

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Re: Colonial Houses V1
« Reply #19 on: July 05, 2016, 08:38:24 AM »
and what will be the purpose of sugar ?
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Offline Tom Sawyer

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Re: Colonial Houses V1
« Reply #20 on: July 05, 2016, 08:52:37 AM »
That people have to got to your dentist. ;)

Offline kid1293

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Re: Colonial Houses V1
« Reply #21 on: July 05, 2016, 09:04:16 AM »
To keep them awake to play Banished! ;)

Offline The Pilgrim

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Re: Colonial Houses V1
« Reply #22 on: July 05, 2016, 09:17:38 AM »
Rum would have been one of the most common uses for sugar (or at least the molasses made from it).

Offline Turis

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Re: Colonial Houses V1
« Reply #23 on: July 05, 2016, 09:48:41 AM »
Well, we could just buy sugar from the merchants.

Offline RedKetchup

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Re: Colonial Houses V1
« Reply #24 on: July 05, 2016, 10:06:09 AM »
That people have to got to your dentist. ;)

yes !!!

i am the only one who offers a dentist !!
 ;D
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Offline Turis

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Re: Colonial Houses V1
« Reply #25 on: July 05, 2016, 10:28:38 AM »
*draws his gun and shoots the dentist.*

Offline Herrbear

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Re: Colonial Houses V1
« Reply #26 on: July 05, 2016, 05:04:15 PM »
I disagree that your houses are to big.  When you compare it to Red's medieval houses or the two-story ones they fit just fine. I would not make any changes to the size.  IMHO

Offline Kimbolton

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Re: Colonial Houses V1
« Reply #27 on: July 05, 2016, 07:27:36 PM »

Hey this is just awesome! Great work and a great addition!

I don't think they are too big either but that is your call.

Also since you asked, I don't care much for static props in front of buildings. I like them to come up to the street and if I want to set them back off the street I can make my own decorations using what has been provided.

I really love the meeting house as well. Good size too!

Thank you very much for all your work! :)


Offline kid1293

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Re: Colonial Houses V1
« Reply #28 on: July 05, 2016, 08:23:16 PM »
@Turis - I've seen several people (the last two and more)
comparing colonial houses to NMT and other mods
and the size is fine.

At 100% the door fits the people and the wall fits the door.

I know my rowhouses are very small, but in that case it is the rowhouses that
need changing. (not going to do that)

I don't change download. We can wait out what more people think about it.

Had a setback yesterday. Real Life happened and no modding, so things are
as they are right now. Will continue soon.

Offline Turis

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Re: Colonial Houses V1
« Reply #29 on: July 06, 2016, 02:11:34 AM »
Well, I didn't compare the large houses with any other mods. My observation was between the small with the large within the mod. Or, perhaps, the small ones need to be slightly bigger? I'm too used now with the rowhouse and forest outpost that other houses seem too large to me. I may have lost perception. Let's wait and see what others have to say.