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General Discussion / Re: Tom Sawyer's: Norseman, Real Time Aging
« Last post by ancientmuse on May 27, 2017, 09:06:02 PM »
Wait what ?

Norseman bannie peeps ??

Oooooo... me want !

Mod Talk / Re: Nordic Landscape
« Last post by ancientmuse on May 27, 2017, 08:54:01 PM »
beer and bacon?? hmmm what kind of nomads you 2 have up there?? next you'll want my muskets and cannons.lmao

Beer and bacon are the two food staples of life my friend !

It's true because my grandpappy told me so.

Tips and Help / Re: Profession List
« Last post by QueryEverything on May 27, 2017, 08:44:10 PM »
the CC format doesn't make sence

Hmmm... didn't we discuss that problem recently in a 6-page thread?   :D

You wish this way, 10 others wish 10 different ways...   ;)

OT:  (sorry Red, will get back to topic in a second, scroll past this if you want to :D )
Which is still a WIP, it's been a tough 2->3 weeks here (none of it for public speaking), and spreadsheets and I haven't worked together well during that time.
Back to normal routine later this week, so back to opening spreadsheets sometime then :D   thanks for the bump @Paeng  :D :D
{reasonably annoyed about your comments} @brads3, if you read that thread carefully, you will have seen that @Paeng was 100% correct, we discussed load order around a few times, and will address it more when the semi-final file has been updated, and released for the modders to work from.   
It wasn't a mess at all, I followed it along without any problems, and I was the one who had to work from it.

With Discrepancy's recent updates all the duplicated Professions have been removed from game, and have made an exit from the sheet too :D   (less colour coding :D that's a Win!!)

------ ~~~~~ ------
On topic:
Back to Red :) , @RedKetchup that top screen UI looks pretty damned cool! :D  I really like it.

My resolutions I use as a setting ingame is different to what comes out in the screenshot as I have the window slightly changed when the game is active, and of course, custom UI sizes ingame also will change how the UI looks as well.  I have custom sizing for that too.  Ooopsss ...
I'm not going to be difficult, or trying to be, I guess, I'm just putting it out there, that for some players "what size do you play in" is a 'piece of string' situation :)
I took another screenshot, edited it down to just the titles of the UI across the top, and got my reading that way :)  + to be sure, I also took a screenshot from my external screenshot program, externally of the game and they were within a pixel of each other - 1901  :)

My long winded point:  1920 seems to be the norm for me and is normally what gaming laptops have available (not all, but the ones we have here in our house), and the overrides I use in the UI menu will adapt it to my current screen size anyway.

Vote Plus One:  1920 width :)

Mod Talk / Re: Nordic Landscape
« Last post by brads3 on May 27, 2017, 08:36:43 PM »
beer and bacon?? hmmm what kind of nomads you 2 have up there?? next you'll want my muskets and cannons.lmao
Village Blogs / Re: Nilla-Osborona; only one of each
« Last post by brads3 on May 27, 2017, 08:32:19 PM »
i think you took me wrong. i find it interesting how  mods from different modders can work together and compliment each other so is neat how they work like that. i agree i think LUKE would be amazed and not recognize the game now.what he intended is different than how it has been changed. he should understand the coding though.  hmmm maybe NECORA will teach the banies how to ride horses someday. then everyone will need these saddles. :D
Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by ancientmuse on May 27, 2017, 08:26:13 PM »
These look absolutely fantabulous, dahling !

Another must-have for my maple syrup guzzling Canadian bannies....

Village Blogs / Re: Abandoned- North Mining Town - (or NMT for short) - Story #13
« Last post by brads3 on May 27, 2017, 08:21:45 PM »
i did already. when i told the doc what they said ,he kicked me out.
Mod Talk / Re: Nordic Landscape
« Last post by Abandoned on May 27, 2017, 08:03:15 PM »
@ancientmuse , now you want a brewery and butcher for beer and bacon  :) that is just batty.

I agree with need for rustic town hall and primitive trading post, good thinking.  :)
Village Blogs / Re: Nilla-Osborona; only one of each
« Last post by embx61 on May 27, 2017, 08:02:14 PM »

If Kid finds a way to give saddles a gameplay function in his wild west mod he can introduce saddles in his mod as material.
I shared almost all my source files in our little corner here on WoB for other modders to take or lift parts out.

I personally never thought about Kid's Wild West mod when making the leatherworks chain. I made the leatherworks chain mainly because it fits the medieval theme but the problem was as with so many production chains to make the end product really useful. Sure I could have added a leather clothing item but it does not do much either.

That Luke should not know how his own game functions and what can be done with it seems a bit weird to me.
Of course he maybe 'forgot' how exactly a little thing here and there works and have to scan his code to find it again but the main functions should be obvious to him.

As a hobby programmer myself some years ago I always made notes in my program files for important functions/procedures as what they do.
IMHO Luke knows what can be done modding wise and what not. It is also in Luke's hands to extend the modkit so more functions become available.

Luke made Banished as survival game and because of modding it turned into survival game annex city building. I think that many players play Banished to make nice looking towns with lots of variety in buildings and production chains, ghosted items and that the survival part depletes after a couple of years. That is how I play at least. If I play that is. My guess is that players are more prone to play longer on a map then with vanilla because of all the mods and that is in itself a good thing.
I am also eager to hear from Luke about the success of Banished and what Modding have done to his creation.

As for the buildings too big I explained this to @Nilla in another thread. I personally think that a lot of buildings are too small. I understand that modders make small buildings because lots of players seem to like them but it is not my cup of tea.  I don't like to walk through my front door to find out that if I am taking 1 step further I am standing on the back porch :)

Production buildings need room for storage and to work, simple as that and honestly besides the church and maybe the salt works I think the buildings are just fine in size.

The Herbalist, 5x5 incl road, is a smaller version then Vanilla 6x7 as this was a request. It functions indeed the same as the vanilla herbalist. The Herbalist maybe not fit a certain town setups but so does not the vanilla herbalist in that case.  Some modded buildings will never fit a certain town setup because of either colors,size, function, and/or looks but there is not much to be done about that. With so many mods released players should be able to find their needs for a certain map/goal.
@brads3 are you hearing voices now? LOL Please, seek help immediately  :D
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