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Would someone please make a barn mod?

Started by irrelevant, June 22, 2015, 05:18:30 PM

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RedKetchup

no, i didnt expected that suggestion.
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irrelevant

#31
@RedKetchup's Irrelevant's Small Barns are perfect! I'll never build another vanilla barn (unless for some reason I want a particular area to look especially seedy). :D

Thank you so much, mon ami. :)

RedKetchup

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irrelevant


RedKetchup

#34
the little ones like small barn and / or tiny barn ... do you still want roads in each side ? in front and in the back ?

or prefer me to get rid of ?
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DesoPL

Quote from: irrelevant on June 24, 2015, 08:45:07 PM
Nope.

Proper imbrication!  ;)

What is that wooden house close to this storages? :)

Gordon Dry

I just added the mod, but I still use CC:GL and there is one conflict that is an issue (for me):

The "Small Barn" uses exactly the same resource file names and so it's overwritten.

When CC is below this mod, the Small Barn of CC is overwritten with yours.
When your mod is below CC, yours is overwritten with the CC one.

Could you please just change the resource file names of the Small Barn only?

RedKetchup

so you are telling me they use the name of 'SmallBarn.rsc' ?

is it possible to open " _ " of the small barn mod (in mod window) and make me a screenshot of the lines written in yellow ?
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Gordon Dry

#38
ok, wait a moment...

Edit:

Screenshots attached


RedKetchup

alright THANKS YOU @Gordon Dry  :)

gonna fix that :)


in wait........

i offer you .... screenshots of .......

Medieval Root Cellar made with the 2015 technology ^^
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Gordon Dry

#40
Hmm. Neat.

What exactly is the "2015 technology"?  ??? *

Are the two root cellars from the last screenshot connected by a spooky dripping catacomb pathway? With skulls in the walls? And illuminated mushrooms?


Edit:

- obsolete - I got it

RedKetchup

haha no  ;D

the way it works ... it is same as my canals technology ^^

2 more screenshots. i ask to remove the building, and then after it is removed ^^
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Gordon Dry

#42
Ah, this is way a cellar.
There you can get rid off from nasty laborers.

Edit:

oh no, they can jump, I forgot ...

RedKetchup

#43
IrrelevantSmallBarns v. 1.0b

fixed incompatibility with SmallBarn of CC mod.
deleted the backdoor access of the TinyBarn.


Warning : Better to destroy all small barns before switching to 1.0a
maybe it wont crash, but it can happends (who knows) ^^
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irrelevant

Quote from: DesoPL on June 24, 2015, 11:49:04 PM
What is that wooden house close to this storages? :)
It's a textile market from Slink's Small Markets.

Quote from: RedKetchup on June 24, 2015, 10:59:02 PM
the little ones like small barn and / or tiny barn ... do you still want roads in each side ? in front and in the back ?

or prefer me to get rid of ?
I think the tiny one would definitely be more useful with the road at just one end. Perhaps the small one too but I'm less sure there. The reason for using the smallest barns is most likely a lack of space, and the road at both ends makes them harder to fit in.