Recent Posts

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Mod Discussions 107 / Re: Garden Walls: Utility for 1.0.7
« Last post by Nilla on Today at 07:07:46 AM »
Finally, I've come to test this mod. I found it interesting from the start, but I don't want too many new things at the same time. So it had to wait until now.

I haven't played very long yet, but my first impression is very good. I like the look of it. I find, that you have really made the best out of the limitations the modkit provides. Well done!  The chain seems to have a high productivity. I've seen the discussion in that other thread. But it's an alternative way of farming, a chain with several steps, several people involved, so at least now at the beginning, it's OK. Hard to say how it looks later, when the chain is fully developed.

I have discovered one small thing: the menu of the stable says: 8 fodder 2 water (make 8 fertilizer) but in real you need 12 fodder. I guess, you've changed it somewhere along the way and forgot to change the menu. No big thing, but maybe you can fix this, if you make an upgrade.

I also have a question: Is it possible to buy fertilizer? I hope not! Not so nice to get a boatload full of s.....t: ;) With the actual tradevalues, stingy people, like me, would be tempted to buy fertilizer and run the greenhouse without growing fodder and having any stables. (But I promise I will not buy any, even if some poor merchant would bring it. I like the meadows and the stables too much for that) :)

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Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by Bartender on Today at 06:44:45 AM »
I just tested our compatibility @Necora; my mushrooms and your trees give an absolutely lush forest feeling. Once I'm done with the herbs and everything else this is going to be amazing.
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Mod Discussions 107 / Re: Pigs: A CC Mod
« Last post by adelegarland on Today at 06:44:29 AM »
I downloaded first the ducks and thanked BL for releasing some animals from CC as standalone and then I stumble upon the CC pigs too.  ;D

Truly amazing and thanks again Kralyerg and BL.

Ducks??   Where can I get ducks???
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Mod Discussions 107 / Re: Maritimes Trees
« Last post by Nilla on Today at 06:33:16 AM »
I downloaded this mod yesterday, too and tried it on a new map.

Most of your trees are lovely. It's nice to have a different look of the forest. Despite what I said looking on your picture in that other thread; the orange trees are too orange for my taste. I would have preferred them being green or at least less bright.  But I know, it's a matter of taste, so if people like it, I can live with these red trees. I have discovered some other things, that looks a little bit odd. Nothing bad, and my guess is, that there's not much to do about it, but I want to tell anyway.

First picture: It's early spring, the fir trees are thick covered with snow, the other trees bright green and orange. It looks kind of odd.
Second picture: Some of the snow covered trees have a green tip. That, too looks odd.

Despite this, I will use this forest with joy! Thanks @Necora!

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@RedKetchup  that is similar to what I did for my first bunch of trees, linked them to my own anims file. I think the maple tree I made was using the fig example and still had the camera and things from that. This meant it didn't crash, but wasn't animated.
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If you pick a starting condition from any mod that has different trees, then flax probably won't grow.

Yeah, I just learned that the hard way...  :'(

But thanks for the heads-up, at least I know why now...  :)


My apologies @Paeng I haven't used many of the starting conditions that change trees so I didn't realize that the flax mod wouldn't work with them  :(
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so since i am making some trees for the asian theme....

and i was looking at the animation part...



so far personally ....

the toolkit accept my code... the toolkit doesnt bug me but .... the falling animation isnt happening in game

oh and in my resource file the animation is ON:

Code: [Select]
ModelDescription model
{
    MeshGroup _meshes
    [
        {
            AnimationGroup _animations = "Models\JapaneseBambooTree1Anims.rsc";
            GraphicsMesh _mesh [ "Models\JapaneseBambooTree1Mesh.rsc" ]
        }
    ]

    int _displayIndex = 0;
    int _subIndex = 0;   
    bool _randomIndex = false;
}

and

Code: [Select]

    bool _animated = true;
    Time _preAnimateTime = 6.0;
    Time _postAnimateTime = 3.0;   
    ToolType _toolType = Axe;





my tree anim file set 3 points:

Code: [Select]
AnimationGroup resource
{
    Animation _animations
    [
        {
            String _meshName = "Models\JapaneseBambooTree1Mesh.rsc"; String _sourceName = "Models\JapaneseBambooTree1.fbx";
            String _name = "Fall";
            int _startFrame = 0;
            int _endFrame = 60;
            float _rate = 15.000000;
            bool _looping = false;
        }
        {
            String _meshName = "Models\JapaneseBambooTree1Mesh.rsc"; String _sourceName = "Models\JapaneseBambooTree1.fbx";
            String _name = "Sink";
            int _startFrame = 60;
            int _endFrame = 150;
            float _rate = 15.000000;
            bool _looping = false;
        }
        {
            String _meshName = "Models\JapaneseBambooTree1Mesh.rsc"; String _sourceName = "Models\JapaneseBambooTree1.fbx";
            String _name = "Remove";
            int _startFrame = 0;
            int _endFrame = 150;
            float _rate = 15.000000;
            bool _looping = false;
        }
    ]
}


it find the Fall and the Remove at 0 , and the Sink at 60.
and this is probably why it doesnt bug me when i compile but ....


in game ... the tree disappear and it is not actually falling



for info at 60 = screen 2 , at 90 = screen 3 and at 150 = screen 4.



i dunno what i am missing
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Mod Discussions 107 / Re: Pigs: A CC Mod
« Last post by embx61 on Today at 12:46:29 AM »
I downloaded first the ducks and thanked BL for releasing some animals from CC as standalone and then I stumble upon the CC pigs too.  ;D

Truly amazing and thanks again Kralyerg and BL.
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Mod Discussions 107 / Re: Ducks: A CC Mod
« Last post by embx61 on Today at 12:43:35 AM »
Very nice indeed!!

Nice to see BL release some animal stuff from CC as standalone mods. :)

Thanks a lot Kralyerg.
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Mod Discussions 107 / Re: Ducks: A CC Mod
« Last post by RedKetchup on March 25, 2017, 10:03:35 PM »
wow thanks you ALOT for this :)
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