Author Topic: DS - list of up to date DS mods  (Read 8294 times)

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Offline Discrepancy

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Re: DS - list of up to date DS mods
« Reply #15 on: November 17, 2018, 03:21:16 AM »
I'm still around. Modding has been non-existent for the last few months as RL has taken precedence. The last week I've managed to do a little bit more which you will see shortly, but as far as updating what needs to.. I haven't. It was easier to 're-learn' from starting a new project.




@zak4862 , sorry but I've never used sketchup, so am unsure how it would import the model into blender. All i can suggest is to understand the basics of blender and re-read my tutorial, when i'm talking about  UV unwrapping that is when i'm preparing the model for texturing.
When using blender and if you already have a texture file image, open it in the UV/Image editor, then enter the mesh of your model into edit mode and start selecting the faces and UV unwrapping upon the loaded texture in the the UV/Image editor.
I think a couple of the other banished modders use sketchup and import into blender, they might know more about importing the textures with it.

Offline zak4862

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Re: DS - list of up to date DS mods
« Reply #16 on: November 17, 2018, 04:08:06 AM »
Hi Discrepancy!
I am glad that your OK and back. Thanks for your reply. I have already solve that with kind help of @angainor88 and I am now learning
how to fit textures on UV map in image editor. It's slow but I'm making progress.
     Best regards   zak 4862  :)

Offline ConTheJedi

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Re: DS - list of up to date DS mods
« Reply #17 on: December 06, 2018, 03:52:06 AM »
Hi - fairly new to modding Banished but loving the variety / detail of some of the buildings in this list!

Quick question though - I'm using the 'Unlimited Mines / Quarries' mod so I just place mines where I want them and not worry about them depleting (I'm playing a kind of 'sandbox' mode rather than trying to get achievements, etc.)  but noticed that the DS Tunnel Mine (CC) still has a resource limit - only the vanilla mine is unlimited?

Is there a work-around for this?  Or a way of making the tunnel mine unlimited as well?

Many thanks!

Offline TheJournier

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Re: DS - list of up to date DS mods
« Reply #18 on: December 06, 2018, 05:46:26 AM »
Hi so...
I have a question. Do you have a mod with jack and jill start?
I tried MM8 and I like it over all. Some of the "grow your own minerals" runs me wrong.
But I like your mods, and the jack and jill start.

Offline brads3

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Re: DS - list of up to date DS mods
« Reply #19 on: December 06, 2018, 05:49:29 AM »
the unlimited mod doesn't affect all modded mines. you can dig them deeper with candles or torches depending on the mods used.usually after you dig it deepr 3 times they become unlimited.did you addd the multi mine mod as well? it helps the vanilla mine give a random item output.it wont override the modded mines either thou. if you bump inot itthere is also a safety hole mod that lessens the death rates.that mod also slows disease deaths. this mod will help modded buildings by lowering the chance of death. will not stop bannies from dying completely but they do die less often.

Offline theonlywanderer

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Re: DS - list of up to date DS mods
« Reply #20 on: December 06, 2018, 01:18:58 PM »
In a legit play through game, I also don't use the mineral growing mods either... like growing stone and iron like trees...   I just can't make myself do it.   

One way I tried to use them was for decoration purposes on scene building.   Rock and ore kind of help make a neat looking setting sometimes.  The mods are the only way to bring back stone and iron ore after it's been removed during the scene building process or put some in if none were there to begin with.   So, they have their uses, just not in a legit game for me either.

Offline TheJournier

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Re: DS - list of up to date DS mods
« Reply #21 on: December 06, 2018, 03:31:48 PM »
I like hardcore experiences. What I like to do is add mods that add variety (different buildings each with different warmth, cost stats). 2.) Megamod takes a while to load. Reducing some fluff i.e. buildings that require no trade (basically eliminates trading from the game resources
 (Ruin builder another that seems to break immersion if I use it).