Recent Posts

Pages: [1] 2 3 ... 10
1
Off Topic / Older independant comic book
« Last post by twilightbreeze on Today at 08:03:41 AM »
For years I've been trying to track down a comic book I once read at a friends house, back in the 90's. It was an independent comic, the story was about a race of centaurs living among real people, set in an old English kind of world. The hero was a centaur, he had a family and a village they all lived in, side by side with humans. It was brilliant and funny, but I have no idea what the name of it was.

Does this sound familiar to anyone?
2
Village Blogs / Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
« Last post by brads3 on Today at 07:59:26 AM »
YEAR 5-10

     the pine townhall and a double boardinghouse is built next.nobody wanted to remove clump of thatch and start stocking supplies for the townhall.finallly the trapper came way out of his area and did take care of it.A strange hiccup.even though it was prioritized, it took time to get it cleared.
   the pine forest progresses and supplies fruit.the forester checks traps and collects pelts along with his logs.
   with us stable and hopeful of nomads,now is a good time to get the pine school built.it is 1 of the tiny pine buildings and scalewise doesn't fit very well.

     year 8,5 nomads show up at our mini-townhall.work begins on the 2nd forest. a herbalist and a pine forest.complete with pine cabins,storage,and pine gatherer.next we will need to clear rocks for the pine forest.

you can see from the pics that the maple gathering has improved.

pic 1: year 5 inventory and gathering numbers.
pic 2:pine school on the left and the townhall on the right.
pic 3:shows the fullness and colors of the maple forest
pic 4:pine forest south of the maple.
3
Mod Discussions 107 / Re: Kid - Plimoth Harmonized V1
« Last post by brads3 on Today at 07:51:25 AM »
so you are saying we can use both mods then? that  is good.
4
Village Blogs / Re: BRAD'S SETTLING of AMERICA SERIES:going north tests
« Last post by brads3 on Today at 07:49:55 AM »
WB,NILLA.where have you been?hopefully having some fun. now we can argue.my understanding is the way NECORA ment for the mod to work is all gatherers would be able to cross-collect.in other words a laborer could pick up the pine mod items while clearing for buildings and a maple gatherer would collect roots along with the maple forest items.a vanilla gatherer in the maple forest should still pick up apples plus the original items.this is why i was excited to see the update cause this gathering ability is the main part of the upgrade.
     now my concern is do we need the patch to make this ability work?i started to wonder that when i ran into a problem with the 1st pine mod test<3rd under this blog>.aand i am still not sure.i already tried to reread some of NECORA's notes for alll of may too. it left me still scratching my head. a laborer did find rabbit fur and he was not working in a pine mod forest at the time. according to the way i read the flora patch,if it was required he would not have done that.
    i understand what you are saying. the way you describe it it works almost as it did originally but with a very slight change. my understanding is the mod goes father and does 2 things. 1) it adds the pine mod items to the vanilla forests.not only trappable items like the furs but also apples and sap or pine boughs,etc. 2) it gave the ability to all to collect those items.not just the laborers while clearing land.
     since NECOA is unavailable,i am left with a riddle to figure out.i haven't panned far away from the center of the map to see what other items have appeared lately.i did find a chart with growth and spawn info. the max number was at 3 years to appear on the map.by now all items should be showing up. i did pan early but just enough to see that traps were starting to appear.
   
    my idea is to run this test and use it to test the various buildings and the lumber chain.it will give a good look at how quickly the forests produce.after this i should download the patch and try it again to see if there are differences.with the wheat field at least i have more than a can of beans while i scavenge the forest.
5
Suggestions and Mod Ideas / Re: Embx61 Work in progress
« Last post by embx61 on Today at 07:44:49 AM »
Found a bug.

I used the wrong two NMT Canal pieces in the Below Ground Irrigation system  :-[
The Pivot is off too for those pieces..

I am currently working on a fix.


6
Mod Discussions 107 / Re: Kid - Stone House Addon V1.1
« Last post by kid1293 on Today at 07:43:47 AM »
Ok, @taniu I keep the spices seeds so you can grow them.

I will also try a small gatherer who plants and harvest spices.
This way you can have a small production from the beginning
while waiting for the trader.

7
Mod Discussions 107 / Re: Kid - Plimoth Harmonized V1
« Last post by kid1293 on Today at 07:26:11 AM »
I got a request from The Pilgrim to change that gray roofing
in the Plimoth Plantation mod. I made all new textures and
renamed everything so it can be used together with the original.

I had a good time doing it. Changing textures was what I started with. :)
And as a bonus it was my own files, it was quickly done.  ;)
To a good result, I hope.
9
Suggestions and Mod Ideas / Re: Embx61 Work in progress
« Last post by embx61 on Today at 07:19:32 AM »
@Abandoned

They are the platforms to work on the pumps.
They are wood, the same texture is used for the walls on each side of the channels and this texture is also used in the below ground set as well.

From a distance it maybe looks like brick but they are wooden boards.
10
Mod Discussions 107 / Re: Kid - Stone House Addon V1.1
« Last post by taniu on Today at 05:51:03 AM »
@kid1293 :) thank you very much : )Do not skip "Spicers", I like how they grow in the garden, it is not a problem waiting for the trader , -  "Spicers" in "Ginger Bread" and "Plum Cake". You are wonderful. Cheers! :D
Pages: [1] 2 3 ... 10