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Mod Discussions 107 / Re: Kid - Forest Pond V1.1
« Last post by Abandoned on February 18, 2018, 03:20:58 PM »
Wow, the waterfall turned out great @kid1293 , nice texture and size of pond.  :)
Mod Discussions 107 / Re: DS Stone Bridge v1.2 (updated 05 Feb 2018)
« Last post by adelegarland on February 18, 2018, 03:03:20 PM »
Hello all,
I have a question...   Has anyone any screenshots of the Left and Right Bridge pieces built in the game?  I am confused as to how they work and what parts to use with them.   I LOVE this bridge set, been building bridges all over the place, but these pieces are baffling me!  :P
Mod Discussions 107 / Re: Kid - Forest Pond V1.1
« Last post by twilightbreeze on February 18, 2018, 02:06:28 PM »
Thank you Kid. Now I wish there was an elevation tool, so I could make a little hill where I want it, they can fish from there with the waterfall. Oh well.
Mod Discussions 107 / Re: Kid - Forest Pond V1.1
« Last post by kid1293 on February 18, 2018, 01:34:18 PM »
Yes, non-transparent in first post in this thread. :)
Not as good as this but working.
Mod Discussions 107 / Re: Kid - Forest Pond V1.1
« Last post by twilightbreeze on February 18, 2018, 01:26:40 PM »
Did you make the non-transparent like this new one, with the waterfall??
Mod Discussions 107 / Re: Kid - Forest Pond V1.1
« Last post by kid1293 on February 18, 2018, 01:11:27 PM »
OK @taniu - If you have a mountain you can add a waterfall now.

Actually, you can place the waterfall almost wherever you want.

It is in download :)
General Discussion / Extreme Crops
« Last post by twilightbreeze on February 18, 2018, 12:54:33 PM »
Anyone know which crops and orchards will grow best in DS's Harsh Heat and Harsh Cold climes?  If it can be done, could include maybe these in addition to vanilla?

DS's Nuts (Almond Hazelnut Acorn)
Horn Carrots
Brussel Sprouts

Thanks guys.

Suggestions and Mod Ideas / Re: Red's new Work In Progress thread
« Last post by RedKetchup on February 18, 2018, 12:49:08 PM »
what are the next NMT2.0 buildings you all want me to add next ?
Village Blogs / Re: Nilla-testing RK Editor Choice beta 08
« Last post by RedKetchup on February 18, 2018, 12:23:43 PM »
bah at least, following your to last posts... i ve gone back to the crops and check the time it takes to fully grow. i ve spoted all the 2months-ish ones and i added an half of season. (0.5)
so in the next build, i would be surprised if there are alot of crop harvested in late summer.

even i pushed back the strawberries which is a  June fruit here.... will harvest later in late summer.
Village Blogs / Re: Nilla-testing RK Editor Choice beta 08
« Last post by Nilla on February 18, 2018, 11:57:16 AM »
typical kid. can't male their mind up. want it harder but it is to hard to read now.want more and more but the inventory is to long.probably if we ask her questiong she'll just say"i don't know".

Kid? You may call me a lot of things, but kid? That's new! ;D And I do think, I know what I want. Maybe I have some issues, when it comes to expressing it in English. You must  know, English is my third language, and sometimes it's not easy to find the right words.

I don't want more and more. It's not a question of more or less, it's a question of making sense. If you're referring to my thoughts about copper, I tried to say; Red has introduced copper as a new resource. That's fine! Copper is a natural resource, why not having it in Banished? I only want something that make sense. I don't find tools from copper or coppar alloys fitting in an medieval - early industrial era. I think the Trojan War was fought with copper/bronze weapons and tools from copper were used to that time, too, but that were some 3000 years ago. It was a bronze arrow that killed Achilles but after that, tools or weapon from copper weren't much used. You are right, when you say, that I don't know what I want. I take that! But I threw that ball here anyway. I know how resourceful @RedKetchup and the other modding guys are.

   by harder,what do you actually mean? do you mean the survival aspect? is food too easy to produce? are the field outputs too high? growing seasons too short,so crops aren't frost killed enough? merchant boats bring food in high quantities too often? do mines produce too much so it is easy to accumulate enough copper and iron for the next building stages?

        where is the line between "hard" and smooth? my understanding is RED made the od so you step up to higher grade buidings.these steps mean more mioning and production workers have to be fed.the rewards are more goods to trade and less firewood used.
       personally i think RED added challenges into this. with such nice looking buildings,you can't just build a rustic town no actually have to think through and build a nice looking settlement if not city. i see it changing playstyles. you have to play more like PAENG with this mod and work to get the town to look good.

What I mean with easy: Yes it's easy to produce food. It's also easy to produce enough building materials, also for the "higher grade buildings". I haven't really traded for more than crops, so I can't say anything about the merchants.

And you are right in asking; where is the line between too hard, smooth and too easy. I'm very well aware, that this is very personal. That's why I said, right from the start, that these are my thoughts, I'm well aware that others think different. I don't expect anything to be changed, just to fit me. I only hope my thoughts will be read and thought a little bit about. If you all find it "bull shit", so be it. I can live with that.

And building like @Paeng? I wish I could. But unfortunately neither of us can. I have tried though to build a bit like you say; different areas in different styles. Of cause that's something this mod gives you the best opportunity to. It's also one of the reasons, that I like this mod. I did say that, too. You would have known if you just would read the whole entry thorough ! ;)

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