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Village Blogs / Re: Abandoned - Newport - Story 12
« Last post by Abandoned on Today at 08:00:52 AM »
Chapter 8

  We had just barely enough logs and firewood to see us through until spring of year 11.  We were also short of iron but our tool and clothing supply was good.  We still needed housing, we had 22 families but only 19 houses.  Newport's population was now 67, 39 adults, 7 students, and 21 young children, only 18% of us were educated.

  That was one of the most beautiful springs I could remember.  Although the air was cool the sun felt warm upon one's skin, and a gentle breeze shimmer the newly opening birch leaves.  Wild roses and daffodils were already blooming and the wild bees were just beginning to emerge and all seemed right with the world.

 We added a forester, hunter, and fisherman to our workforce when 11 more nomads arrived.  Vestevan the seed merchant arrived at the north port shortly before Reddy returned to our main port.  We bought no seeds this time.  Our crop fields were even more beautiful this year.  The cultured flax we bought earlier in the year got planted in time for a full harvest.  Sadly Valoridan the farmer died of a weak heart that winter.
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Mod Discussions 107 / Re: Better Stock Pile Storage
« Last post by TheOtherMicheal on Today at 07:31:15 AM »
You know, at first I didn't think I would really use this mod, I have too many mods in use already so I figured this was one I didn't really need to have.
However...
After using the Better Stock Piles mod for the first time and seeing the logs after labourers cut down trees I have completely changed my mind, that mod and this one are great! The wood and the stone piles are so much nicer than the blocky vanilla ones, the other piles are great too but those two really stand out. Great job Discrepancy  ;D
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Suggestions and Mod Ideas / Re: Bartender's WIP: Natural Diversity
« Last post by tanypredator on Today at 07:15:35 AM »
"I am still fiddling a bit with the texture and the AO on them, they need to be bright enough for the decolouring in winter to give the right effect, but that makes them way too bright in summer. I tried to correct this with the AO, as it does not influence the decolouring, but then they become way too dark if it rains. I'll just need to find the right balance"

On your pictures they are too bright (dark) at winter too. I suggest to make them thinner and add leaves, if possible. And to make them covered with snow at winter.

Also I, for one, would be glad to test your intermediate results, if you need some more feedback  :)
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Suggestions and Mod Ideas / Re: Bartender's WIP: Natural Diversity
« Last post by Bartender on Today at 06:28:03 AM »
The sentiments towards the thatch production chain seem to be universally positive both here and over at BL, so I'll get working on that :).

Wow! Reeds are impressive! Maybe even too much. They are so thick and bright. But already very beautiful! And if I see right, you added some spikes to grass too, very nice.

"for example ... wild cereals from grasses" - I like that idea! I wanted to suggest it, but wasn't sure and wanted to test more. That will give more interesting options for grass use.

I am still fiddling a bit with the texture and the AO on them, they need to be bright enough for the decolouring in winter to give the right effect, but that makes them way too bright in summer. I tried to correct this with the AO, as it does not influence the decolouring, but then they become way too dark if it rains. I'll just need to find the right balance ;).

Well spotted about the grasses! I'm just playing around a bit with some variants for those, as I felt that the meadows were still a bit boring.

Yeah, they look nice...

Interesting, here we are again with possible regional differences - to me they look like cat tails (Typha), which around here are not really used for thatching... the reed we use for thatching has a more feathery look (almost like a grain, wheat or such...

Can you tell a little more about the plant your reed model is based on? Just curious...  ;)

You are quite right, these are Typha indeed! This is one of the reasons why I want to introduce the production chain, not all types of grasses and reeds are used for thatching. I will ofcourse include some variants that are used for thatching ;), but I don't want to make separate resources out of each of them.

i figured they were cattails.as to the use i would leave the reeds as reeds,so it won't disrupt CC then. we could try bringing similar mods from the CC dock set to WOB.if you change thatch to grass,do realize you start other mods. you are warned. grass=fodder=livestock feed.that will have many requests for additional mods. to me that idea does make sence.did you decide to release the berry as a individual mod or going to keep designing and then just release a larger mod set?

Yes I will make sure that the reeds are compatible with CC if possible, to avoid getting double resources. I asked RedKetchup about his grasses too, to see if I can make the grassbundles compatible to his mod as well.

I'm indeed going to keep working, and then release everything as an update to Natural Diversity :). Ofcourse there might be some things that won't make the final cut if I don't feel quite happy about it, but I'm quite sure that the berries will be included ;).
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General Discussion / Re: Other Game Favorites
« Last post by Abandoned on Today at 05:32:53 AM »
A lot of good games mentioned here.  Guess I can't go to that island yet, I would have to rethink my choices first. The ones I did choose would have to be the complete editions or collections but I see I did not pick one single one of my favorite RPG.  Not so easy to choose only 5, much harder than it was way back then.  :)
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Quote
Yes, I thought it was like this. I have noticed it in some case, too. But how can the output of water be so different from your buildings, if you all use the same water? Sorry, I don't really have to understand that. 

Even when our values in the Raw Materials files are the same also the work time and work required must be taken into account. Those are set in the building template file so are not shared between mods I think.

I think I have mine set at
float _workTime = 5.0;
int _workRequired = 20;

The lower the values the faster they work. For lots of stuff in Vanilla it is 4.0 - 10. but for mining I think it is 4.0 - 60.


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Suggestions and Mod Ideas / Re: RedKetchup work in progress....
« Last post by Abandoned on Today at 05:00:30 AM »
oh yes, matching wall like on that last picture to enclose a grouping of buildings, good thought.  :)
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Regarding professions and profession lists, I agree there are way too many (especially cc that I tried) but they are distinguishable.  I like Red's use of generic worker for odd jobs.  I for one would not like farmers doing anything but tending crop fields and orchards, also would not like to have gatherers overused for other jobs.  DS Banished UI Professions mod is very nice.  I would like it if the listings were in alphabetical order now that there are so many.
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Mod Discussions 107 / Re: Forest Outpost V1.1
« Last post by Bartender on Today at 04:47:18 AM »
I studied Swedish a bit last summer when I toured Scandinavia, but for some reason all I remember of it is 'Jordgubbe'.
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Suggestions and Mod Ideas / Re: RedKetchup work in progress....
« Last post by Paeng on Today at 04:36:51 AM »
Very nice buildings...  ;D

The one thing I'm not too keen about are the tight fences (walls)...  :-[
I find it nicer if we can build our own, e.g. to turn the whole thing into a compound with several buildings...
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