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Village Blogs / Re: Paeng - Village Journals
« Last post by jesta030 on Today at 12:45:26 AM »
Have to take a look at them.
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Luke had no idea to make animations ^^

he did a certain way and made the code to make work his attempts lol
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Tips and Help / Re: Changing trees in the naturalresourcetree file... animations??
« Last post by kid1293 on March 23, 2017, 11:29:29 PM »

@Bartender - Yes I use Blender and I have had several problems
which I have found ways to go around, but animations...
That's a completely different thing. It is not Blender only who is to blame.
It seems like Luke has his very own approach to animations.
I can not rig a mesh, but with already set models the modkit does not compile the code.

There are different ways to animate. Luke uses a bottom plane (or planes)
to have as reference points for motion. And somehow the root bone is not standard.
That can be Blender. I have no experience.
You are welcome to try. Even the smallest progress with animations can clear the way
for using them in Banished. First I'm thinking windmills and water mills. And a lot of
animals waiting to come alive.

Another thing is where to put the code. Luke has not left any insert points so we are
probably left with animating things all the time. There are no on/off switches.
I wish for a script language to be used with Banished where things could be called based
upon certain criteria.
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Village Blogs / Re: Paeng - Village Journals
« Last post by RedKetchup on March 23, 2017, 09:45:22 PM »
it is not a crop field :)

it is a Fooder Farmers :)
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Suggestions and Mod Ideas / Re: What to do with the chicken feathers waste!
« Last post by elemental on March 23, 2017, 04:25:20 PM »
That's a lot of feathers!
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Suggestions and Mod Ideas / Re: What to do with the chicken feathers waste!
« Last post by Paeng on March 23, 2017, 03:58:47 PM »
Or just trade them. Buy yourself some nice food or something.

Indeed... I'm super happy when I can trade a boatload of feathers for whole bunch of steel tools...   :D
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Village Blogs / Re: Paeng - Village Journals
« Last post by jesta030 on March 23, 2017, 03:19:14 PM »
How did you build the irregular shaped crop fields?
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Suggestions and Mod Ideas / Re: What to do with the chicken feathers waste!
« Last post by elemental on March 23, 2017, 01:37:02 PM »
Yes, bedding. Or just trade them. Buy yourself some nice food or something.
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Village Blogs / Re: Testing Necora´s Canadian mods
« Last post by brads3 on March 23, 2017, 10:50:11 AM »
wow,NILLA we play so much different. yet at times we agree and play similar.lol you tend to always have trouble with having enough logs.mine is usually enough food. with the aging mods ,you are 4-5 times as big. you seem to use trading a lot more than i do.i normally only trade for seeds and livestock.not that i play right.i debate that with myself lately. with CC i have too many merchants i don't need and you need them.
    i was looking at trade values wrong. i saw the price of item against item and didn't take into consideration the total output per building for a year. i use my candles and furniture,22 each, for trades. i also trade survival coats and hide coats after i build up wool and furs for the banis.way i see it is i already have logs so furniture makes sence. the bees give me food and the wax for candles is a free bonus. i don't buy food unless i really need it. i do even swaps for variety. lately i have started to send surplus food to the trader as a safety.
    i started the pine forest to get the charcoal for the cider press. the sap i can use firewood. that may or may not be profitable as you say.but it makes sence to use what i already have and save a step. i have tested NECORA's mods a few times but i know he has made changes. i don't see me having all those forests just to make turpenine to trade. i am surprised you need so much to keep the still busy making whiskey.i haven't built 1 yet since it reads i need grain. i just recently got sorghum seeds planted.
     you seem to like micro-managing the banis. i do that with adam and eve starts for a few years. after a few groups of nomads,i use a float method. i set workers to work knowing they will run out of materials or hit their max limits. then those workers automatically become laborers to help clear land. plus with this down-time they can stock their houses or move goods around. the only big problem to this is if farmers get too far away from their fields. if the sap boiler runs out of sap,he just becomes a laborer for a while.same with the pine workers. just a different way of playing and using the mods.
      you said with 2 workers or gatherers you get more. but are you getting double?? i always thought we agreed that 2 on the same building does not normally give you 2x the output? if the second worker is obnly giving you 75% of the first,then that same worker will give 100% on a different building.other than doubling field sizes, i seldom put 2 workers on 1 place.
  where is everyone else at??? this site has been quiet lately i thought it would have done that when they all were rewriting codes to the community icon. even ABANDONED quit telling us stories.i think QUERY is busy at BL.do hope they are all ok.
   
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@kid1293 are you using Blender by chance? I have noticed that blender does not import and/or export the animations correctly with fbx files. It's probably something with the settings, but I have no idea how to fix it.
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