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Mod Discussions 107 / Re: DS TownHouses v1.0
« Last post by Abandoned on Today at 04:56:09 PM »
@elemental I repeat , go back to cc
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Mod Discussions 107 / Re: Kid - Yard Cover V1.3
« Last post by Abandoned on Today at 04:54:50 PM »
@elemental does that apply to you and @QueryEverything ? Other people's opinions matter also.  This mod was made because I suggested it and if you don't like it don't use it.  Why don't you two make you own mods instead of expecting every mod be changed to your liking or go back to cc.
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Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by Necora on Today at 04:23:32 PM »
I hope you are all enjoying the Pine Set BETA test and finding all the little bugs in there for me to squish! Also, feedback on production rates would be greatly appreciated.

In the mean time, I've now finished updating all of the currently released mods (once Pine Set is out of BETA). I have re-modeled the storage collection and added a dry storage and a tool shed to it. I will be uploading this in the next couple of days.

http://blackliquidsoftware.com/uploads/monthly_2017_05/StorageTeaser01.jpg.1f57c1366c24fc1d8b2bf05cf126ab67.jpg


http://blackliquidsoftware.com/uploads/monthly_2017_05/StorageTeaser02.jpg.d693474ba7e7063a67680a316b30083e.jpg


http://blackliquidsoftware.com/uploads/monthly_2017_05/StorageTeaser03.jpg.459477d03ef7610bdfcfd9d199a123cf.jpg


I have also found a bit of time to work on another set that has been hiding in the wings - the Port Royal set. This is a collection of buildings in the original mod that are designed around a 1700s fort in the Annapolis Valley, Nova Scotia. It was one of the first Acadian settlements, and had North America's first wheat crop planted near by with a grist mill.

http://blackliquidsoftware.com/uploads/monthly_2017_05/PRTeaser01.jpg.297258d8e09969c68ac0faea1e91506e.jpg


http://blackliquidsoftware.com/uploads/monthly_2017_05/PRTeaser02.jpg.92337f9f287b2c15c34df62ce48554f7.jpg


http://blackliquidsoftware.com/uploads/monthly_2017_05/PRTeaser03.jpg.5aa9405575df0cc668db7984908ab630.jpg


So far we have the blacksmith, tailor, bakery, and grist mill. There are a couple of houses, a lower level and an upper level to make a row house situation. The aim of these buildings is that they will form a fort, so all built facing a central square. I have palisades and cannon platforms too, hopefully I can update these in the near future and release at least a portion of this set before I leave for travelling.



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Mod Discussions 107 / Re: DS TownHouses v1.0
« Last post by elemental on Today at 04:01:47 PM »
A few more suggestions:

A butchery.

A cheese shop.

Instead of just a bakery, you could have something more specific like a pie shop or a cake shop.
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Mod Discussions 107 / Re: Kid - Yard Cover V1.3
« Last post by elemental on Today at 03:55:58 PM »
@kid1293 if you feel that something is an improvement and you personally like it, then add it to your main mod.  If someone doesn't like it they don't have to update. They also have the option of not building it...  ::)
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Suggestions and Mod Ideas / Re: RedKetchup work in progress....
« Last post by QueryEverything on Today at 03:51:46 PM »
@QueryEverything 

i ve look all your links ... but i didnt found anything exceptionnal i should add to the set, unfortunately. nothing that told me : "Hey! i need absolutely need to add this, this is too cool ...."


Oh, that's more than fine @RedKetchup :)  My links were more about sharing one of my local systems :)  And because your screenshots reminded me of them :)  I wanted to share my love for them :D 

Looking good with the bridge :)
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Mod Discussions 107 / Re: DS TownHouses v1.0
« Last post by elemental on Today at 03:50:35 PM »
I don't understand why some people are so allergic to having new things in the game. What is the problem with having stuff in the trading menu? That was a serious question - please explain it to me @Nilla and @Abandoned.

I do personally think the CC system of homewares and building supplies is very good for fancy buildings. It's a bit ridiculous to be building a fancy townhouse out of nothing but stone, iron, and logs. no lumber?? No glass? No furniture? No copperware? Sounds more like a hovel to me.

But of course it's Discrepancy's decision as to how he wants his mods to work. Having core mods for those who want a bland mod diet and add-on mods for those who like variety is another way to go. Difficult to do this with something like homewares and building supplies, but easily done with foods. The more food variety, the better!!  ;D
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Mod Discussions 107 / Re: Kid - Wild West V1.1
« Last post by kid1293 on Today at 02:39:35 PM »
Yes, I keep that texture and use it for roof #4
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Mod Discussions 107 / Re: Kid - Yard Cover V1.3
« Last post by kid1293 on Today at 02:38:18 PM »
He is actually chopping wood.
I just tried to put a tiny woodchopper under roof.
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Mod Discussions 107 / Re: Kid - Yard Cover V1.3
« Last post by RedKetchup on Today at 02:25:27 PM »
I'm not going to tell what he is doing in the shed.


it looks like he is holding a fishing pole ^^
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