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Showing most liked content since 04/01/2017 in all areas

  1. 20 likes

    Version 1.0

    220 downloads

    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  2. 17 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  3. 11 likes
    Here some more with this new technique...
  4. 9 likes
    He sure is! Meanwhile it's time for another sneak peek! Probably one of the last ones before beta release, as I am finishing up the last bits and pieces before I can deliver a well polished first version. I still have many things on my list that I want to add or improve, but I have to draw a line for myself somewhere . If not I would well be capable of working to infinity and beyond, without ever releasing anything because I never quite feel that it's finished. Anyway, on to the content! The first thing I have plunged myself into this week is designing a building for the Thatcher. After several failed attemps, my conclusion is that buildings are hard. For the moment I have chosen to use the apiary example as a template, and adapt it to my wishes. This is going ok for now, but it's not in a showable state yet. What I can show are the final two resource overhauls (for now). The first is Oniovation, consisting of two onion colour variants. The second is the Root of All-ternation (another reason why I should finish up; I'm running out of puns). This one consists of a turnip, two carrot variants and three radish variants. The radishes will be annual roots, while the carrots and turnip are perennial.
  5. 8 likes
    Another week has passed, so it's time for sneak peek #3! This week I have worked on quite a few different things, mainly consisting of bits and pieces for several ideas. Coincidentally there is a recurring theme though.. water! I guess @Necora inspired me with his wonderful riffle mod! Firstly, the reeds of last week received an upgrade (they now have leaves), and I started work on the first variant. This one is a Phragmites australis, a widespread species which is commonly used for thatching. Secondly, I have been looking at other ways to improve the natural look of the rivers. I am currently testing the automatic spawning of rocks on the riverbed. These are decorative only, the bannies can't reach them, and they don't block the construction of bridges or semi-aquatic buildings. The current meshes were not intended to be water rocks, so if you think they look a bit weird then we are in agreement. Just see these screens as a 'proof of concept' ;). I intend to make other meshes that are flatter, as the erroding power of the water would make them. Thirdly, the plans for the thatch production chain are taking shape nicely, and it's definitely going to be included in the next version of the mod. I will share more information on how the chain is going to work exactly once there is something to show . And then, last but most certainly not least, I have made a very exciting discovery yesterday evening. While I was testing an idea for one of the buildings of the production chain, I created something that I didn't even think would actually be possible. I made a little video of it being placed, just to prove that this is not a late April fools joke . https://webmshare.com/play/rZw9D Indeed, it is a placeable pool of water! It looks exactly like the normal water, though ofcourse it is entirely decorational. I have not yet tested if this could be used to make custom rivers and such, but theoretically it should be possible. I will have to play around a bit to see if I can make connecting pieces. If I manage to create such a 'custom water tool' it will not be a part of Natural Diversity though, as it wouldn't fit within the focus of this mod. I'm thinking about adding it to the decoration pack that I promised, or just making it a separate mod all together. That's it for this week, please share any thoughts or ideas !
  6. 8 likes
    A small preview of the v1.1 Large accessory storage
  7. 8 likes
    A little update and a question: - I've realized the first accessory building: a small courtyard with a little vegetable garden. It works like a storage, the garden is just a decoration. - And here came the question! I set it as a generic storage with the five vanilla flags, but I would also include the new flags. What should I do? Simply add the flags at the code below, or are there more files to add/edit ? And what is the exact name of the flags to use to be compatible with CC? @Kralyerg, I need your help! Be patient with a newbie StorageDescription storage { RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile; bool _areaBasedLimit = false; bool _available = false; int _volumeLimit = 1000; } A pair of pictures of my new creation All my things together
  8. 7 likes
    I paused for a while the Medieval Houses project to dedicate myself to a small building that I saw in the Natural Diversity discussion. Thanks @taniu for the inspiration A pair of Work in Progress screenshots:
  9. 7 likes

    Version 1.1

    77 downloads

    compiled with Banished ModKit107, but works on 106 also. Better Stock Piles v1.1 This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone. Place above other mods that reference the model code of these RawMaterials. Download & Installation: - Download from above the latest version of the file. - Extract/Unzip the contents of the .zip folder, - place BetterStockPiles.pkm inside your Banished/WinData folder. - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save. - Place above other mods that reference the model code of these RawMaterials. Change Log: BetterStockPiles.pkm - v1.1 -- 15April2017 --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB) - added replacement models for Coal & Iron stock pile models. - optimized Firewood, Logs & Stone models for poly reduction. - v1.0 -- 14April2017 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.
  10. 6 likes
    Maybe this may be one of my next buildings
  11. 6 likes
    I have started to play around with some more decorations. This time I've made a 'paintable' water square, to make a pond on land. There are currently 3 F-variants of a center piece, corner piece, and edge piece (which will be turned into individual buttons because it is annoying). I need to play around with the edges, they are rather harsh. But, the water does 'move' slightly (like the trees to in the wind) so this gives the pond a nice, but subtle, bit of movement to it. I plan to make some at a couple of sunken stages so you can ultimately build a stream through your town to the river. I'll also make some rapids and turbulence sections for this. And some diagonal pieces too. I will probably work on this while listening to the hockey tonight, then share it tomorrow. But for now, thanks to the decorations included in CC and a few of my own, we have a nice, custom DIY reflection pond
  12. 6 likes
    Don't leave in a huff... It's not so much that there is no interest, you do raise some valid points... but you may have underestimated the uncomfortable limitations our modders have to work with. The ModKit is a nasty "tool" - actually there is no tool... changing one bit in a mod means riding through thousands of lines of code, then recompile the whole thing... so the tiniest tweak turns into a major chore. Innovation within Banished means breaking out of the tight modkit, bending, nay - twisting the "rules" in order to "work around" limitations.. so yeah, sometimes at the cost of "balancing". It's rather natural that modding goes off in different directions - some want it harder, some want it more beautiful, some more efficient, some more streamlined, some want cowboys and indians, some want pyramids and sphinx... and so on - immersion takes all kinds, and modders are hard put to cater to all.
  13. 6 likes
    Zoom hack is trippy...
  14. 5 likes
    I never forget a good advice! Thanks @QueryEverything And this is a possible synergy with Necora's work Maybe I should raise up the wheel a little...
  15. 5 likes

    Version 1.0.1

    234 downloads

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  16. 5 likes
    Turns out according to a report put out by a group of geologists early this year I'm living on the eighth continent which is technically also known as a "drowned continent" which probably explains why New Zealand keeps being left off maps
  17. 5 likes
    Greece ........ ouzo , tzatziki , pita gyros .....ooppaaaaa
  18. 5 likes
    Oh you mean like that strange old aunt who makes meatloaf that's actually delicious but you really don't know what she puts in it... and it's best not to ask!
  19. 5 likes
    @KevinTheCynic that's odd. I've not noticed any problems with them. I have no idea what would lead to an auto save error, I don't know what would effect that of the things I mod, @Kralyerg do you know why this might be? Is it just the fishing shacks or the trade post? The fishing shacks are basic buildings, nothing special about the coding in them so I have no idea why they would crash out. The trader however might be an error somewhere in the new limits/code or something, but again I don't see why because it was a straight copy of what people had out there. Odd that moving it above other mods resolved the issue. I wonder if it is because it was compiled with the first 1.0.7 mod kit and stuff, and something changed since then? I have to update the texture names and food resources in that mod anyway to prevent odd compatibility issues, so perhaps I'll do an update of it some time soon with the newest mod kit. I also want to make the food output more similar between species. I like the variation, but it is too much atm when you get a couple of hundred of 1 and double another with the same work effort and value out etc. As for a general update to what I am doing atm, well, not a lot! I've been playing around with this and that lately, but as the day light hours are getting longer my modding time is getting shorter. I seem to be working on a couple of avenues, and flipping between them each time I fire up blender. Some Sherbrooke here, decorations there, a bit of storage, and some Port Royal rarely in between. Also, I have got involved in a couple of projects at work that are taking up more time, and threatening to take up most time. I might be incognito for a couple of months during the summer due to some field work. So that is why I have slowed down a bit on getting the teasers I've been sharing lately actually released! So we'll see what I can get done over the next couple of months. I hope at least to get the Sherbrooke set done and bug fix/balance everything out there now. So after saying that, here are some things I have managed to play with. First, some little riffle decorations to be placed by the river, that will hopefully liven up the river banks with some steam, foam, and turbulence. More (including a test download) can be found >HERE<. Below we see them with @Discrepancy 's bridge and boat and some CC reeds and willows. And also I had a bit of time to clean up some buildings in the storage add on. I've given them some more detail, made them look better, and added a tool shed. I plan to add a couple of different small storage options to this, a dry/textiles storage, some materials storage.
  20. 5 likes
    yeah but part of the problem is have all of us "active moddlers" 100% adherate to the way CC they decided to do things like : Charcoal, Furnace Fuel, Building Supplies, Homewares, and Fancy Homeware..... you call my "roof tiles" as obscure material. why it is "obscur ??" roof tiles have been used since thousands of years. so why obscur ? because CC hasnt made it first before i did ? why isnt the supplies, homewares and fancies arent THE obscure materials ? this is because you set, from the start, that CC is THE only and unique "rule" and everyone that doesnt go the way CC did (with their own obscure decisions), it automatically make them "THE" obscure moddlers. all of us , "obscure" and "unknown" moddlers we are making our best to make it "compatible" with CC because we know more than half players use that mod. we know it. and now, Do we need to "100% accept" all the "obscure chains" they [CC] decided and not want to make our own way ? and denied all our own visions of things , of chains ? Megamod is a huge project lead by @Kralyerg. and it is the most huge task ever made in this game. it is already extremly hard to deal with all the billions of files, of things... yes "billions" !!!! a huge mess of billion files put all together and he tries his best to make all these work together. (only him could do that!!) and following your mind, and what you've been asked, he needs to "delete" all the entities these mods have and redo all the templates these mods have and make them 100% assimilated like if they never existed outside "CC" , deleting their "souls" and "their way to do things" because whatever hasnt been done first in "CC" are obscure and need to be deleted. A good part of the goal of this Megamod, was to integrate all the "other" visions the "other moddlers" had when they created their mods and SHARE it with people in one and unique MOD, the Mother Mod of all the mods Part of the goal was to SHARE all the "Entities" and "Souls" all these mods have, and this is what is the most important. but all i always says to @Kralyerg : he has everything and he can do whatever he wants with these. i always 100% supported him.
  21. 5 likes
    An inn is on the list The next style of housing for this set has begun to take shape...
  22. 5 likes
    I made a trade boat passable piece, and also some corners and more stairs to make it all neater. Now there are 11 bridge parts, a dam, and the mill. And I decided I absolutely hate how Bannies cut corners.
  23. 5 likes
    Thanks @KevinTheCynic! Ok guys! The time has come! In the download section you can find "D20 Medieval Houses" v1.0 Report to me any problems
  24. 5 likes
    As a follow up the the last post, I have had a start at the Port Royal set. So far, the blacksmith and bakery have been re-built. I have also been playing with the two level houses to smarten them up a bit and stop overlapping textures from coming out funky in game. Now they fit the tiles exactly from left to right, and only overhang on the front and back.
  25. 5 likes
    Hiya...yup I have those withdrawals lol....its strange to look back and the very original vanilla game and wonder just how I played it...there was literally not a lot to it..then came the talented modders and a whole new game was born!
  26. 4 likes
    I'm from Germany near the Netherlands border
  27. 4 likes
    That is correct. They weigh 1, flagged as textile. They are basically an IOU between the trader and yourself and a trader... They can only be 'produced' at the 'New Styth Tower', the old tower will not generate them.
  28. 4 likes
  29. 4 likes
    Sorry, I'm out - I cannot help any further, morally or technically. Please get a licensed copy.
  30. 4 likes
    The Netherlands here! Don't worry about living on a drowned continent @catty-cb, I'm currently residing at 0.8m below sea level, and everything's fine .
  31. 4 likes
    It is actually much easier (for me at least) to make sharp, crisp, new buildings. Making them rough and ready while keeping the polys down is really tricky, and takes a lot of effort/skill in texturing. There are a lot of new buildings in the latest CC which are a master class in this.
  32. 4 likes
    Cool... Hahaha... speaking of German names - just got one named "Zemplevilledge"... which is like a German might pronounce "Sample Village" * I'm allowed that jibe - I AM German...
  33. 4 likes
    exactly, only with more frustration and less tasty reward, and the same amount of doubt about your well being afterwards.
  34. 4 likes
    the mod kit does... strange things... it's best to not question it's methods...
  35. 4 likes
    Hello everybody, I am a player from Western Australia and I have been watching various people play on YouTube, (Biffa, Vaypah, Nightghost and Noble Rambler to be specific) and I have learned a lot from them and they have inspired me. I have only been playing for about three months but I only played vanilla for a week before I felt I had exhausted the possible options. I like to play on the Red Desert maps with Mediterranean climate because that corresponds to where I live (needless to say I would LOVE to see kangaroos instead of deer roaming across the landscape). I am always looking for ideas and strategies as Banished is my new obsession. It is hard to keep a game session limited to a couple of hours and before I know it the sun has come up and I realise I have been playing for six or seven hours. I now have a timer to tell me to stop for life/sanity/health reasons. Anyway that's me, I'm here to sniff around for new and interesting mods and developments, and thanks for making the game so rich Cheers
  36. 4 likes
    Hi Despo, I'm known to "abuse" mods in sometimes strange ways... here are some shots that may give you more ideas how to set up your snap-on storages This is probably a fluke, being able to slip the storage 1 tile in, making a pseudo gate... But it even works on some other buildings... While here it leaves an undesirable gap... You may want to exploit that on your own, so we can attach those snap-ons to any bare wall we find... Looking forward to your next release!
  37. 4 likes
    Wow @Bartender!!! Your work is really amazing! I can't wait to try the version 1.1 !!! I agree with the new production chain (I like complex chains with multiple possibilities ) and I want to use your thatch in the next versions of my mod
  38. 4 likes
    As roughly a week has passed since my last update, here's v1.1 sneak peek #2! I'll try to do these once a week, to give some insight into the development proces and to gather some feedback while I'm working. Currently I'm doing some exploration into several new directions, just to see where the ideas take me. I will use the results of this exploration to decide what the scope of the next update is going to be, after which I can work out those ideas in more detail. Where last week was a week of berry bushes, this week my main focus was on another plant that is high on my wishlist: Reeds. As you can see in the pictures, these reeds will grow on the waters edge naturally. I don't intend to have them grow along all the riverbanks; there will be some with reeds and some without. I'm still fiddling a bit with the spawning behaviour, but I'm already pretty happy with how natural it looks. As for all my resources, I intend to make several different species, for a nicely varied environment. Thatch changes? I'm currently in a heated debate with myself about how to deal with the resource for reeds. One of their main uses in the real world ofcourse is for thatching as well, but I feel that both grasses and reeds giving the 'thatch' resource directly would make it even more difficult to attain a healthy balance. One idea I have is to create a production chain for the thatch: Instead of directly receiving thatch from harvesting grasses or reeds, you would receive 'grass bundles' or 'reed bundles'. These would then need to be processed by a new building into 'thatch', that can be used for construction. A nice advantage of this change would be that these 'grass bundles' and 'reed bundles' could also serve as a basic resource for other new production chains (for example paper or wild cereals from grasses, or fishing equipment from reeds). A disadvantage could be that it becomes harder at the start of the game to obtain thatch and start building. Updates to old models The last thing I've been working on this week is to do experiment with some improvements on the models of v1.0. @Necora and @Ketchup kindly suggested and explained to me the concept of multi-materials, which enables a whole new range of possibilities to make their behaviour even more natural. This means for example that on top of losing their flowers in winter, my herbs will also be able to have swaying leaves, and to get snowed under in winter. I'm not sure yet how exactly I am going to make use of this new technique, as I am still trying to figure out some new tricks with the Material files, but I'm pretty confident that I will manage to improve the old models conciderably for v1.1.
  39. 4 likes
    My little houses have found a place to grow up happy
  40. 4 likes
    Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier. In this next version, you'll find... 1x ghost water steam particle. 1x ghost water foam particle. 4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed. 4x digging tools = 0m, -0.25m, -0.50m, and -0.75m. 3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement. 3x lower level water squares = -0.25m, -0.50m, and -0.75m. 3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement. All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work. Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river. These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this... MaritimesRiffleWIPv2.zip
  41. 4 likes
    I agree that balancing does need to happen in my own individual mods, but as far as being able to balance all the mods in the MegaMod to work cohesively... whoa! Who has time for this? It would require a huge amount of time testing and altering a lot of different files. I don't envy Kralyerg as it is now when I send him updates to my mods that contain 1000's of files that he must sort through to update the megamod. And every update we do means the same for kralyerg. For us as modders to all conform to the same set of standards isn't as easy as it might seem. Not all of us play with CC, so introducing Building Supplies or such to our own individual mods could be counter-productive and instead we are just unnecessarily making it more complicated than it needs to be, plus we might all have different views on where our mods would like to go in the future, adopting a single approach is likely to kill creativity. To be honest, I'd like to see more of you take up modding - it really isn't that hard, just time-consuming. if you yourself would like to try and make this mod, I can point you in the right direction on how to do it. In terms of the happiness effect of buildings, there was a conversation and testing done regarding this on the WOB website and as far as we can tell the whole happiness code doesn't seem to have any significant effect on gameplay.
  42. 4 likes
    congratulations Despo !! beautiful work !!
  43. 4 likes
    Alright @Bartender *cracks knuckles* lets give this a go! So... as noticed over at WOB, the mod crashes when used above the Pine Set in the load order. Pine Set needs to be 1st, with Natural Diversity 2nd and it seems to run OK (in my limited testing so far). Things are beautiful... I need to try the zoom hack to get the real beauty of it all though. I didn't think I would, but I do like the requirement of thatch for the vanilla buildings. I wasn't sure about altering those, but it does make them more interesting and it is rather easy to come by so it is not like you suddenly can't build a gatherer straight away because of lack of thatch. So bonus points for extra realism. A couple of things... did you intend for anything to sway in the wind? If you could make the grass sway in the wind, it would be really cool. It looks quite static right now next to the trees. It should be just a case of adding another UV channel to the grass, depending on what material you use for it. You could also do it for the flowers, that would be cool. Also, in the thatch building, do you know you can change the icon for the resource limit? At the moment it is the standard bricks, but you can customize it to be the small icon for thatch. Some might like the standard limit icon there, but I really like customizing the limit icon in each building UI to the main output of that building. If you want, here is the code from the lobster boat that makes lobster the icon... it is the labelDescription labelLimit part of the UI code at the bottom of the template file. Change the last two lines, linking to your sprite sheet rather than the new limits one. LabelDescription labelLimit { Alignment _alignment = MidLeft; Font _font = "Font\FontSmall.rsc"; int _imageWidth = 20; int _imageHeight = 20; int _spacing = 4; LabelPosition _labelPosition = TextRight; Alignment _textAlignment = MidLeft; StringTable _stringTable = "Dialog/NewLimitStringTable.rsc:gameDialogs"; String _text = "FoodLimit"; SpriteSheet _spriteSheet = "UI/NSInshoreSpriteSheet.rsc"; String _spriteName = "Lobster"; } One of my forest blueberry bushes made its way into your meadow, along with a couple of apple trees... I love that my chanterelles look like they oould be from the same pack as your mushrooms! And the fiddlehead and apple trees go nicely on the forest/meadow edge (if you can make it out in the shadows). That is all I got for now, I'll do some more playing! Looking fantastic.
  44. 4 likes
    Thanks Kevin! I'm at work on a pair of F key variants, after which I will release the v1.0
  45. 4 likes
    I'll just pretend that it's two likes ! Here's the very very last sneek peak (or sneak peek if you will), introducting the thatcher's shed: I'm not overly proud of it, but it will do for the time being. As you can see I kept the style as close to vanilla as possible, as I was afraid of creating a visual dissonance if I were to experiment with new textures. I might update this one day, but for now I feel like returning to natural things. With this building, I have completed all meshes that are going to be in v1.0! I am currently testing the spawnrates (balancing them is turning out to be difficult), after which I will release this into the wild!
  46. 4 likes
    I'm a little late to this, but I can shed a little light on the WeakComponentDescription problem. The CC "Wild Things" map has like 30 things listed there, so there's no actual cap. The game won't compile things that are *only* listed in the WeakComponentDescription list. Normally, if you have, say, a building that you list in your mods Resources file, when it's compiling, it sees that your building is referencing the things its producing and it compiles those as well. So you don't have to list every single item in your Resources file. But, for some reason, it kind of ignores the things listed in WeakComponentDescription. So when you try and load that starting condition, it's looking for something that isn't there. But then, when you added it to the Rock spawn, it does see it, because it does go through the Rocks file and sees the other files it references. So, to fix this, all you need to do is to add your NaturalResourceGrass.rsc to the list in your mods Resources file. Then it will be compiled correctly and you won't get that error when you load the map. Did that make any sense at all?
  47. 4 likes
    I'm an old lady, old gamer, love city building games. Started vanilla Banished and soon found CC. Stopped for about 8 months and came back to find The Journey. I'm hooked again.
  48. 4 likes
    Last night I made some in game screenshots to take inspiration for my mod from the splendid works of Discrepancy, and I noticed that your trees @Necora are very nice also in the foreground!!! I like these trees!
  49. 4 likes
    Thanks for clarifying @Ketchup! While it's a shame that we can't have edibles and herbs be grown by a forester type of building, it makes sense concidering the fact that we have gatherers and herbalists for those. @stiles Basically, the 'gathering items' normally get spawned by the trees. This is why they only grow in forests, they simply don't spawn in places where there are no trees. A big downside of this is indeed that they are barely visible, which is one of the main reasons why I wanted more open fields. What I did is to have the grasses spread through the map similarly to the trees, creating patches of forest and patches of grasses. Then I set the herbs, roots, and onions and the like to be spawned by the grass instead of by the forest (the forest still spawns mushrooms, herbs and blueberries, otherwise the forests would be empty). You can see this in the screenshot below: all the flowering plants you see have been naturally spawned by the grass. You raise a good point that having the thatch only as a construction material is a bit meager. I am thinking about other ways to use it, for example as food for animals, or perhaps to make paper. Any suggestions are welcome!
  50. 4 likes
    Hi all haven't been around in a while. My computer is not doing well with the new banished 1.7 so I haven't been able to play for a while. (since mid February when I went on vacation and came back to the new update) Mostly my fault because I know I need a new computer and haven't got one yet. Needless to say Ive been going through strong banished withdrawals (lol) and ease the situation by looking up all the new content that's coming out. There are so many awesome mods that come out almost daily it seems. Any way there really isn't a point to this other than to say I love you guys @BlackLiquidTeam for making the mega mod and taking the time to put all these things together. I'm patiently waiting for the next one to come out and hopefully by then I will have a new computer to play it on.